Dec 17, 2007, 04:07 PM // 16:07
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#41
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Desert Nomad
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Quote:
Originally Posted by Keithark
Also what is the big problem with Magebane? is it the unblockable? Mesmers got lots of those but don't hear anyone bitching about them. I don't care myself as I usually run burning arrow or cripshop in GvG but did get to go against a skirmishing ranger last night in gvg with magebane and powned him
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There is no big single problem with Magebane. It's the combination of a 5e, 5r, unblockable interrupt that disables spells, on a template that's already one of the strongest in the game.
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Dec 17, 2007, 06:22 PM // 18:22
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#42
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Krytan Explorer
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A few small buffs I'd like to see would be moving Shatterstorm to the Domination line and giving it something like +5...20 damage on removal, changing Poison Tip Signet to affect the next two attacks, and giving Melandru's Arrows and Barbed Arrows a 24 second duration.
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Dec 17, 2007, 07:18 PM // 19:18
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#43
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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There should be more unpredictable stuff in PvP
IMO
Experts dexterity could see a buff, the problem I guess if this gets buffed to be usable
You will see stuff like 5 (or even 4 >.<)recharge Distracting shots, which isn't good.
Still the skill could use a touch up.
Disrupting stab could be similar to Distracting shot Imo, by that I mean make it 1/2 cast.
Shattering Assault, I don't like that its armor affected.
1) its affected by things that make armor weaker, and skills that allow armor penetration (damage can go high with Shadowy burden on a target)
2) This can hurt pretty bad on a 60 Al, and becomes really lame on everything else
Change it to something like +18 (at 12 mastery), that weakens it a bit (unless an assassin crits, which in that case I suppose is fine) making it less of a pain on Casters, while allowing it to do some okay damage to Warriors/Paragons
And a mystic healing buff plz.
Still want rodgorts 10 recharge >.> (Ill settle for 8!!)
Last edited by ensoriki; Dec 17, 2007 at 08:23 PM // 20:23..
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Dec 17, 2007, 08:13 PM // 20:13
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#44
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by RaZoO
bring back LoD >(
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I'd settle for a 10 energy heal party.
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Dec 17, 2007, 08:17 PM // 20:17
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#45
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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Quote:
Originally Posted by Keithark
And what are those? Are you calling one "too many". Because the only unblockable I have seen that has had any use is Magebane
Also what is the big problem with Magebane? is it the unblockable? Mesmers got lots of those but don't hear anyone bitching about them. I don't care myself as I usually run burning arrow or cripshop in GvG but did get to go against a skirmishing ranger last night in gvg with magebane and powned him
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There really aren't that many interrupts in the mesmer line that disable..
Those that do have at least double the recharge/energy cost, which I think is pretty sad.
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Dec 17, 2007, 10:32 PM // 22:32
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#46
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Wilds Pathfinder
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magebane could use a longer recharge, perhaps 7-8 seconds or 10 if that didnt help. That way.. in conjuction with dshot... a ranger would be in danger of missing some important interrupts if he/she was so spam interrupts on recharge... a longer recharge on interrupts makes people use them more carefully...
zergway shouldnt be a problem... that it has become a widespread gimmick in HA is more an indication of the overall poor quality of player there rather than the power of the build itself. Im hoping that over time people will start to realise that running builds with some active or passive defense is the solution rather than running 2 healer 1 prot backlines and thinking that is all they need to survive.
augury of death? It is a very spammable caster deep wound... but the total amount of viable builds that exploit this are few and far between. Only one i witness atm is icy veins necro spike... which isnt too hard to beat.
i would be interested in seeing a range of buffs being implemented to push the game into new directions or to increase the amount of viable builds. GvG balanced meta has been quite stale and homogenous for quite a while now.
monk meta got a nice kick up the backside with the nerf to LoD and buffs to HB and WoH.
Id like to see some nerfs/buffs done to other classes to reinvigorate them.
The ritualist class needs this treatment, as well as the necro class... and perhaps the paragon class... while im at it... the dervish class could use reinvigoration too.
/sigh
so much on my wishlist and so little Anet time to achieve it.
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Dec 17, 2007, 10:43 PM // 22:43
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#47
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Wilds Pathfinder
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geez...lorekeeper is right....I say sorry for any post of noobness directed at the guy.
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Dec 17, 2007, 11:46 PM // 23:46
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#48
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by Keithark
And what are those? Are you calling one "too many". Because the only unblockable I have seen that has had any use is Magebane
Also what is the big problem with Magebane? is it the unblockable? Mesmers got lots of those but don't hear anyone bitching about them. I don't care myself as I usually run burning arrow or cripshop in GvG but did get to go against a skirmishing ranger last night in gvg with magebane and powned him
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Look closer, cast Choking Gas and spam some of the many unblockable bow attacks like Crip Shot, Arcing shot, Crossfire, and you have too many unblockable caster interrupts! Or perhaps try it the other way round and cast Seeking Arrows followed by Punishing shot, D-shot, Savage Shot, Disrupting Shot etc. and once again you have unblockable interrupts.
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Dec 18, 2007, 12:32 AM // 00:32
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#49
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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 Lorekeeper
augury of death? It is a very spammable caster deep wound... but the total amount of viable builds that exploit this are few and far between. Only one i witness atm is icy veins necro spike... which isnt too hard to beat.
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Augury of Death has showed up in every degenerate caster spike gimmick since it first got its DW.
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Dec 18, 2007, 12:56 AM // 00:56
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#50
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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Quote:
Originally Posted by erk
Look closer, cast Choking Gas and spam some of the many unblockable bow attacks like Crip Shot, Arcing shot, Crossfire, and you have too many unblockable caster interrupts! Or perhaps try it the other way round and cast Seeking Arrows followed by Punishing shot, D-shot, Savage Shot, Disrupting Shot etc. and once again you have unblockable interrupts.
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Seeking Arrows and Choking Gas cost 15 energy. Choking Gas has an extremely low duration (and requires Practiced Stance to be effective) and Seeking ends if an arrow fails to hit. A second of blindess or an evading foe could end your prep - way too fragile.
Spamming Savage and Disrupting will eat your energy far too quickly hence nobody uses both in sync and Disrupting's recharge is a nuisance, too.
Magebane on the other hand combines the effect of Seeking Arrows, the disabling feature of Distracting and no loss of damage which cannot be blocked all in one 5-energy, 5s recharge attack.
This is why Magebane is so strong.
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Dec 18, 2007, 12:57 AM // 00:57
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#51
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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 Ensign
Aura of Stability - It lasts too long. You get essentially 100% uptime out of the skill at 5 spec, and at a real Prot spec the skill lingers for ages. I'd like to see the duration drop to 3...15 seconds, but otherwise be left unchanged.
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I'm not sure Aura of Stability is worth complaining about when its main purposes are cockblocking DA spammers and thumpers, and exploiting the mechanics of one braindamaged HA gametype. Sure it's a stupid skill, but the things its effective against and with are even stupider, so does it really make things worse?
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Dec 18, 2007, 01:01 AM // 01:01
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#52
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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Quote:
Originally Posted by Ensign
Aura of Stability - It lasts too long. You get essentially 100% uptime out of the skill at 5 spec, and at a real Prot spec the skill lingers for ages. I'd like to see the duration drop to 3...15 seconds, but otherwise be left unchanged.
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How about halving the duration but allowing self-targetting? Or is it better to keep it as 'target other ally' to encourage co-operative play?
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Dec 18, 2007, 02:09 AM // 02:09
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#53
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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It should definitely stay as target other ally.
I agree with the "Fear Me!" nerf and would also like to see Glyph of Lesser Energy changed to 8 + Attribute Rank on the energy return and Aegis nerfed to 15 energy. Get these cancel-casting Aegis chains off my Monk bars and give me something more interesting. Improve Divine Spirit and Heaven's Delight as party heals and slightly buff Divine Spirit, a few single-target prots, and the Healing line in general.
~Z
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Dec 18, 2007, 02:23 AM // 02:23
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#54
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Krytan Explorer
Join Date: Nov 2006
Guild: Xxx The Final Thrust Xxx[RIP]
Profession: P/A
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Quote:
Originally Posted by Riotgear
Sure it's a stupid skill, but the things its effective against and with are even stupider, so does it really make things worse?
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So apparently any warrior bar worth running is "stupider" than aura of stability?
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Dec 18, 2007, 03:11 AM // 03:11
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#55
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Frost Gate Guardian
Join Date: Sep 2006
Profession: W/
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I would like to see heal sig buffed cause taking double damage ( i think -40 does that) makes heal sig bad. Heck Id like it if they buffed lions comfort ALOT it sucks, it heals for less than heal sig, you cant use it outside of battle and it more effective if you invest points into the "secondary" attribute of the skill. Lions just plain sucks. BUFF IT
Make heal sig and lions comfort on par with each other ( i think - armor for one and having to hit ppl to use it for the other is pretty fair trade off)
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Dec 18, 2007, 03:15 AM // 03:15
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#56
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Lion's Arch Merchant
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Mystic regen is pretty overpowered. It acts as a great cover enchant because of its 1/4 second cast time and 5r but also allows templates like the mblast ele dR run to pump earth prayers up to 8 and basically become invincible.
Against a ranger this guy will eventually win (obviously the loser will just run away but if they don't) unless the ranger gets a lucky dshot which really shouldn't happen just because it takes a lot more skill to play a ranger than it does mind blast ele. That said I kind of like the diversity of having your utility slot filled with a nice splittable guy, I think even without mystic regen the mblast ele can still work though since it has a better speed boost than most templates in gvg.
Power leak is pretty overpowered really and could do with a nerf although it's not really going to help you break defensive webs.
I still think the whole defense web needs to be looked at, the passive defense skills are still far too easy to use and effective for the amount of skill it takes to use them.
I'd also like to see a blackout buff so that you can get a good duration out of it on rangers, and possibly a gale buff to 3s KD although it would kind of move it from an ok skill to great skill instantly. I think the real lack of strong skills in terms of creating moments of opportunity is making the game feel a bit sluggish, a lot of times its just stagnant until whatever you need interrupted is done and then just pushing all your huge damage. Having a healer guy on split might not be the be and end all if you can chain like shock/blackout/interrupts on them for 10 seconds with 3 damage characters.
HEV would be nice if it punished hex stacking rather than light hexes, not really sure how to change it that way though. Would also have to nerf some single target hexes a bit because hev stops stuff like frozen burst from being completely ridiculous.
Nothing really needs to be changed that much and the game will be balanced, it's just getting a little boring at the moment. I think it's mostly because teams like rawr keep winning monthlies and no one has really proven otherwise that their build and the other vod defenceway builds aren't dominant (maybe it's because they are?). If dR or DF could win a few monthlies and everyone started running their fun builds the game might be a bit more entertaining but as it is facing eurospike every time is just a borefest.
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Dec 18, 2007, 03:27 AM // 03:27
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#57
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Forge Runner
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Quote:
Originally Posted by Vaga
HEV would be nice if it punished hex stacking rather than light hexes, not really sure how to change it that way though. Would also have to nerf some single target hexes a bit because hev stops stuff like frozen burst from being completely ridiculous.
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An idea I had for it would be something along the lines of:
Remove one hex. If a Hex is removed in this way, foes near that ally lose one Enchantment and take x...40 damage and an additional x...30 for each remaining hex.
Of course numbers could be tweaked, but the idea of it having a much harsher effect on stacks of hexes is there.
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Dec 18, 2007, 03:28 AM // 03:28
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#58
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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There are plenty of prots you can get 100% uptime out of with like only 5 in prot, PS and Guardian come to mind, Aura of Stability is not unique in that aspect.
I agree with makosi in that it should be able to self target, but if that were the case it should be something like duration 4 to 9sec with a 12 recharge. Being an enchant, it's easy for a Mes to shatter on spikes compared to say Balance Stance which requires a stance removal skill like Wild Blow to be equipped on the frontline, for that reason I wouldn't be a harsh on it's uptime restrictions as a stance.
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Dec 18, 2007, 03:32 AM // 03:32
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#59
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Forge Runner
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Quote:
Originally Posted by erk
There are plenty of prots you can get 100% uptime out of with like only 5 in prot, PS and Guardian come to mind, Aura of Stability is not unique in that aspect.
I agree with makosi in that it should be able to self target, but if that were the case it should be something like duration 4 to 9sec with a 12 recharge. Being an enchant, it's easy for a Mes to shatter on spikes compared to say Balance Stance which requires a stance removal skill like Wild Blow to be equipped on the frontline, for that reason I wouldn't be a harsh on it's uptime restrictions as a stance.
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On the other hand, aura carries a lot of advantages over balanced stance, including the obvious (and powerful) ability to target others and the much better uptime (which can be extended via enchanting mods).
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Dec 18, 2007, 03:43 AM // 03:43
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#60
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by TheOneMephisto
On the other hand, aura carries a lot of advantages over balanced stance, including the obvious (and powerful) ability to target others and the much better uptime (which can be extended via enchanting mods).
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Sure but so does Balthazar's Pendulum and ward of stability, I assume that Aura is mean to be a B grade version of Balthazar's Pendulum.
Quote:
Originally Posted by Vaga
HEV would be nice if it punished hex stacking rather than light hexes, not really sure how to change it that way though. Would also have to nerf some single target hexes a bit because hev stops stuff like frozen burst from being completely ridiculous.
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That's an interesting idea, make it a bit like Divert Hexes but instead of healing per hex removed it does some AoE damage per hex removed. That way you could make it mild for just one hex but come into it's own in a hexway situation on stacks.
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