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Old Dec 19, 2007, 04:03 AM // 04:03   #81
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Quote:
Originally Posted by Vaga
Seamus Finn the standard skirmish char would probably be just that, the standard. If 99% of balanced builds bring a cripshot, and 1% bring a mind blast ele, and even less bring barrow, I'd say cripshot is closer to being the standard. I guess you could argue that your runner is what you use to deal with a lot of stuff nowadays though, or that maybe there isn't a standard the way gvg is now but whatever.
Well if your point is just to compare the mind blast to whatever other template is run really often and has a self heal you were more off base than I thought.
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Old Dec 19, 2007, 04:44 AM // 04:44   #82
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Quote:
Originally Posted by Ensign
Price was the skill I thought really broke Necros, because of its enormous duration (only any good in sticky hexes) and just how well it comboed with absolutely everything. Leaving it non-viable is a fair option, but I saw a suggestion recently I liked quite a bit - make it a much cheaper, much faster hex that ends when you miss with an attack, but does significantly more damage.
That sounds an awful lot like Clumsiness...

Quote:
Originally Posted by Skye Marin
Glyph of Lesser Energy -> Change to 7...20
That'd be awesome. I might even be tempted to take it down even further at 0 spec, as long as we're buffing the Inspiration line. Good e-management - spec requirement = bad.

Also, Mystic Regen really isn't that bad. Everyone always complains about the cast time, the duration, the recharge, the regen, all kinds of things. Really, though, at 8 spec (which is what most people run, especially on /D builds) you need 3 enchantments for the +9 regen. Mystic Regen itself casts quick and is easily re-appliable, and while I'm not sure exactly what the template we're talking about looks like, I'm willing to bet one of the enchantments that we're using to fuel Mystic Regen is Fire Attunement. 2 second cast time, 45 second recharge. You don't even need to Dshot the thing, any interrupt works. I'll agree Mystic Regen could use some toning down (upping recharge sounds good), and in a skirmish it could be a pain in the ass if (for some reason) you can't interrupt / strip any of the other enchantments fueling it, but really, cripshot the guy and have a warrior come kill it for you. A Warrior who can't get a kill through Mystic Regen needs to find a new job. It'll help keep you alive, sure, but it's not god-mode.
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Old Dec 19, 2007, 06:55 AM // 06:55   #83
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Mind blast is concerning, mainly because of the E/D template. The fact that you can fit bflash and gale on that bar as well as aggro-ranged aoe killing power is disturbing. Mystic regen is icing on the cake for that character. I'm not sure how to fix it without killing the skill tbh. A mild nerf to damage and energy return, perhaps 10-15%. But, the problem is, the skill is fine outside that template (for now). Shrug.

Ancestor's is too easy. A 20% damage reduction or a reworking of the skill like Ensign suggested would be good. Right now, balanced gvg builds need at least one copy.

Glyph needs a hit also, because it is too easy. Should fall to either 7 or 8 energy return on the bottom end; not to make it worthless, but to make it less dominating.

Magebane would probably be okay with 2-3s nerf to recharge. Mainly because there are too many other interrupt options imo; taking 3 spammable interrupts to TA is somehow good atm.

Party heals are problematic, as said. Making the divine healing skills workable in 8v8 play might help. Though, I'm hard pressed as to what to sub out for those skills on the typical WoH/RC backline.

Aura stab is too good imo. The metagame is poised to abuse this skill. KD is one of the chief reasons things die in GvG play. If the mechanic of lasting enchantment is going to continue, then the duration needs to take a hit. I'd personally like to see it 3/4s cast with 2...12 second duration.

Gash to 6 adrenaline. Plz rly need. Want to play sword again.

Barbed arrows is a joke. Agreed with OP on "no longer easily interruptable" buff.

Is it too late to ask for a Blessed Light buff?
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Old Dec 19, 2007, 07:14 AM // 07:14   #84
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Quote:
Originally Posted by Ensign
Hex builds can be incredibly lame. The issue with Curses right now is how it really doesn't do anything. It needs an elite to put out any degen, it doesn't do any caster shutdown, and its physical shutdown is marginal now; Faint is still strong but not a real solution, and Insidious Parasite, while strong on its own, is really spendy and has horrid synergy with any other disruption. Compare with an Illusion guy, who has Migraine / Arcane Conundrum / Frustration, plus Calculated Risk and snares as anti-Warrior tools, on top of non-sticky hexes such as Clumsiness and friends. Plus stronger degen all around. Even Dom/Inspiration Mesmers are stronger hexers than Necromancers - take a Panic guy, add Spirit Shackles and Empathy.

Reckless and Price were the skills that made Curses viable. Without them they're essentially reduced to Barbs spammers in thumpway builds. Reckless is tons worse than both Blurred Vision and Calculated Risk ATM. I don't know what you do with it, but as the only real source of hex shutdown in the line it really does need to do something. Price was the skill I thought really broke Necros, because of its enormous duration (only any good in sticky hexes) and just how well it comboed with absolutely everything. Leaving it non-viable is a fair option, but I saw a suggestion recently I liked quite a bit - make it a much cheaper, much faster hex that ends when you miss with an attack, but does significantly more damage.
Apart from the fact that that would require quite a reworking of the class, and huge collateral damage in PvE builds you would just get another illusion mes imho. Necro's need a specialism no other chars have. I think defile defenses and corrupt enchantment are interesting skills. Necro's can be geared to punish defense, not to gimp attacks (mesmers remove enchants too, but it's no way near as good as corrupt). Indeed the problem of necromancers at present is that they are a cast-forget class with no real depth. Cast forget is never as rewarding as you would like, playing curse necro isn't hard. It should be made harder and therefore more rewarding indeed. But meh, my suggestion would require quite a reworking as well. Sadly enough, what I really think, is necromancers are beyond repair because they're badly designed to begin with.

Last edited by bungusmaximus; Dec 19, 2007 at 07:19 AM // 07:19..
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Old Dec 19, 2007, 08:39 AM // 08:39   #85
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Can you not bring up PvE builds as a defense?

As long as areas can be done, and you can make somewhat workable builds, its fine for PvE.
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Old Dec 19, 2007, 08:43 AM // 08:43   #86
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Quote:
Originally Posted by DarkNecrid
Can you not bring up PvE builds as a defense?

As long as areas can be done, and you can make somewhat workable builds, its fine for PvE.
Depends on wether the solution is worth it. Wrecking something good to create a class we already have doesn't sit too well with me.
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Old Dec 19, 2007, 08:58 AM // 08:58   #87
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Quote:
Originally Posted by bungusmaximus
Depends on wether the solution is worth it. Wrecking something good to create a class we already have doesn't sit too well with me.
Class you already have...

You mean MM and SV, both of which are simple (MM) or rely on the AI being dumb (SV)...?

EDIT:
Actually for that matter, pretty much all "PvE builds" rely on exploiting the AI, since you can pretty much RUN ANYTHING and succeed, PvE builds are just about exploiting AI to do it faster...why would changing a class so that it can be viable in competitive play (where you have tons of guys whining that necros suck, cause amazingly enough abusing the AI doesn't work when there is no AI there) a bad thing? Don't you think it would be a good change that Necromancer's could become viable and require maybe actual skill to use, rather than relying on being side boarded to a class that is 100% about abusing crappy AI?

Last edited by DarkNecrid; Dec 19, 2007 at 09:03 AM // 09:03..
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Old Dec 19, 2007, 09:29 AM // 09:29   #88
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Quote:
Originally Posted by Seamus Finn
Well if your point is just to compare the mind blast to whatever other template is run really often and has a self heal you were more off base than I thought.
I was comparing it to what skirmish char balanced builds generally have to send back to deal with the other team sending a skirmish guy into your base, although I might be wrong in that people send their healer runner guy to deal with it. I just think it's too strong when an ele can easily tank a ranger without doing anything much whilst the ranger has to get 3s trolls off and I know yue + others agree.

Quote:
Also, Mystic Regen really isn't that bad. Everyone always complains about the cast time, the duration, the recharge, the regen, all kinds of things. Really, though, at 8 spec (which is what most people run, especially on /D builds) you need 3 enchantments for the +9 regen. Mystic Regen itself casts quick and is easily re-appliable, and while I'm not sure exactly what the template we're talking about looks like, I'm willing to bet one of the enchantments that we're using to fuel Mystic Regen is Fire Attunement. 2 second cast time, 45 second recharge. You don't even need to Dshot the thing, any interrupt works. I'll agree Mystic Regen could use some toning down (upping recharge sounds good), and in a skirmish it could be a pain in the ass if (for some reason) you can't interrupt / strip any of the other enchantments fueling it, but really, cripshot the guy and have a warrior come kill it for you. A Warrior who can't get a kill through Mystic Regen needs to find a new job. It'll help keep you alive, sure, but it's not god-mode.
Also fire attune lasts what 72 seconds? so precast it before you fight and it will pretty much be up the entire time. Even if you couldn't get it up you still get +6, but it's not like rangers and warriors don't have the same problem of 2s cast for heal sig and 3s for troll.

Yeah ok if you send stuff to go kill the mind blast guy they obviously wont respond at all. They definitely wont send their cripshot or cripshot + warrior to win the skirmish.
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Old Dec 19, 2007, 09:40 AM // 09:40   #89
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Quote:
Originally Posted by DarkNecrid
Class you already have...

You mean MM and SV, both of which are simple (MM) or rely on the AI being dumb (SV)...?
I mean the curses line, which is either overpriced, or utterly cheesy. If you would make curses more like illusion magic (short duration hexes such as ineptitude/clumsiness), you would just create another mesmer. What I mean to say is tweaking the necro class is only worth it if you give necromancers a unique role (punishing enchantments with corrupt, punishing block with defile defenses, spreading disease). We don't need a class that is so similar to other classes, because the mesmer will always win due to FC.

I wasn't even thinking about SV, the rest of the blood line utterly blows with a good reason. Another design wreck which is best left alone in it's current crappy state.

Last edited by bungusmaximus; Dec 19, 2007 at 09:44 AM // 09:44..
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Old Dec 19, 2007, 12:10 PM // 12:10   #90
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Buffs/nerfs (at 15):

Faint:
-8 degen, 10 secs, 33% slower attack speed.
(Better degen tool, less attack retardation, and less stickiness. Still need 'some' stickies'. Just not at silly durations like 20+ seconds.)

Defile Defenses:
3 sec recharge. 3/4 cast.
(Pretty obvious this one.)

Enfeeble:
1/4 cast.
(Nice way to kill damage on AD spikes. Might be too good though...)

Price:
6 second duration. Miss rate increased to 50%. Damage increased to 120.

Reckless:
Miss rate replaced with -40 or 50 damage reduction. 6 seconds. 15 recharge.
(Less miss, more gimp. Still get to keep adrenaline while your a useless warrior... For 6 seconds.)

Power Flux:
Steal 15 energy. 5 energy cost.

Megabane Shot:
10 second recharge. 20 second disable.
(Haven't you ever wanted 2 d shot's..?)

Pin Down:
10 second recharge.

Critical Chop:
Now that the speed has been nerfed, it's recharge can be restored somewhat.

Sever:
3 AD

Gash:
6 AD

100 Blades:
1 sec activation time. Unlockable.

Hamstring:
5 energy

Wearying Strike:
5 second weakness

Twin Moon Swipe:
1 second activation time.

Ancestors' Rage:
100 damage

Splinter Weapon:
1..50 damage

Xinrae's Weapon:
33%-17% life sac. 10 energy cost. 20 second recharge.

Sundering weapon:
+20 AP on the next 4 attacks.

Guided Weapon:
Ignores the effect of blind. 0..10 Duration. 8 second recharge.

Warmonger's:
15 energy cost. 25 second recharge.
(always thought the cost reduction was insane...)

Signet of Ghostly:
Usable on all binding Rituals. Allied or not.

Mighty was Vorizon:
Get 1 energy rebate per weapon spell used. Gain 100 health when dropped.

Mending Grip:
4 second recharge.

Tranquil Was Tanasen:
All your Restoration spells exept these ashes are recharged when this you drop them.

Blind Was Mingson:
gain 5...40 health per spell cast while holding thse ashes.

Resilient Was Xiko:
Weapon spells cast while holding these ashes also remove 1 condition. If a condition is removed, you lose 1 energy.


Most of these are insane but, har har...
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Old Dec 19, 2007, 02:10 PM // 14:10   #91
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what about return curses to what it used to be so I don't have to take a 2 DA Para and an Aegis chain. making another illusion mesmer, is retarded. the depth of a necro has always been to re-shift the attention of the midline away from the mesmer or eles. Give a necro 15 secs and he shits on your build, you have to send some interrupts his way or give him some pressure (and yes when people were complaining about hexway, teams were already farming the ladder by using their BA ranger to camp the necro).

Reason blockway is so effective is that now teams have no choice but to web as much defense as possible because if they don't the real midline casters would get wtf owned every time they try to do their job. Midline now is so shitty that busting through all that defense will still having some defense of your own is not practical anymore. It should have always been rangers interupting necros or ele's, monks busy swapping hex' or pulling conditions off melee allowing for dom mesmer hex's like diversion or shame to do their job more effective, midline characters with off monk support skills handling conditions or hexes, melee skipping between midline casters to create holes in defense with pressure. I could go on but pretty much, shrinking midline options prevent half this shit from being done effective effectively removing alot of the strategy from GvG and preventing more builds from entering the meta. Now it's just train the monks and hope your mesmer can interrupt a ward or aegis. a year ago a caller doing that would get his team killed.

Last edited by wuzzman; Dec 19, 2007 at 02:17 PM // 14:17..
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Old Dec 19, 2007, 02:22 PM // 14:22   #92
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Quote:
Originally Posted by frojack
Buffs/nerfs (at 15):

Faint:
-8 degen, 10 secs, 33% slower attack speed.
(Better degen tool, less attack retardation, and less stickiness. Still need 'some' stickies'. Just not at silly durations like 20+ seconds.)
Could be interesting, I wonder what happens when you roll a corrupt/faint necro. I hope the degen won't overpower the opposing team.

Quote:
Originally Posted by frojack
Defile Defenses:
3 sec recharge. 3/4 cast.
(Pretty obvious this one.)
I Like that.
Quote:
Originally Posted by frojack
Enfeeble:
1/4 cast.
(Nice way to kill damage on AD spikes. Might be too good though...)
I never had trouble with stopping a spike with enfeeble in it's current form, but I guess it's
not too lethal.
Quote:
Originally Posted by frojack
Price:
6 second duration. Miss rate increased to 50%. Damage increased to 120.
honestly don't know what to think of that, 120 damage is pretty harsh.
Quote:
Originally Posted by frojack
Reckless:
Miss rate replaced with -40 or 50 damage reduction. 6 seconds. 15 recharge.
(Less miss, more gimp. Still get to keep adrenaline while your a useless warrior... For 6 seconds.)
With your new version of price, I would probably leave this skill at home because price becomes nifty bar compression.
Reckless isn't worth it when it doesn't really prevent attacks from getting through. A
ranger can still break me with interrupts.

Quote:
Originally Posted by frojack
Megabane Shot:
10 second recharge. 20 second disable.
(Haven't you ever wanted 2 d shot's..?)
I like paying 10 energy to win a game. the 20 sec clause is a bit harsh.
Quote:
Originally Posted by frojack
Pin Down:
10 second recharge.
I like this

Quote:
Originally Posted by frojack
Guided Weapon:
Ignores the effect of blind. 0..10 Duration. 8 second recharge.
Ritus already have decent condition removal, this is evil and unnecessary. Better tweak this skill some other way if you want it to see play,
I'm not too sure if I want this to see play though, as it can't be removed unlike rigor mortis or assassins remedy.
Quote:
Originally Posted by frojack
Warmonger's:
15 energy cost. 25 second recharge.
(always thought the cost reduction was insane...)
I would say, nerf the duration, on the other hands, a good team doesn't need a very large window of opportunity
to kill someone. Not sure about this. It does have too get nerfed in a way though imho.

Last edited by bungusmaximus; Dec 19, 2007 at 02:30 PM // 14:30..
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Old Dec 19, 2007, 02:34 PM // 14:34   #93
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Weapon of fury is very good right now. It doesn't need a small buff that just end up becoming a huge nerf...
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Old Dec 19, 2007, 04:42 PM // 16:42   #94
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Alright, so I made a ton of suggestions regarding how to fix necromancers in the "How to fix Soul Reaping" thread... I don't think it's an easy task and it'll likely take several updates and testing.

I'll post those suggestions I feel are the most solid here.

Wail of Doom: Reduce recharge to 8, reduce cost to 5, reduce duration to 1...8...10. Changed functionality: "If target foe is using a Skill, all his attack Skills are disabled for..." Reduce health sacrifice to 5%(?)

Basically you can't just slap it on any attacking target and expect it to have an effect, and at the same time you don't need to actually interrupt an attack skill that might have an activation time of 1/4 seconds.

Absolutely do not move this to Curses, we don't need another reason to trash necromancers.

Price of Failure: Reduce cost to 5, casting time to 3/4, recharge to 8. Changed functionality: "For 10 seconds, the next time target foe fails to hit with an attack, it suffers x...y damage (think Defile Defenses-range) and Price of Failure ends."

Foul Feast: (The most useless skill ever added to the game?) Changed functionality: For every Condition suffered by target foe, it loses 1...3 Energy and you gain 10...30 Health. (Seriously, I don't know what to do with this skill, but as it stands, it's a joke.)

Malaise: Reduce casting time to 1.

Reckless Haste: For x..y seconds, target foe and all adjacent foes are hexed with Reckless Haste. When hexed, target foes attack (a) faster but have a (b) chance to miss with an attack. For each foe, when he fails to hit with an attack, suffer (c)..(d) damage, get knocked down, and Reckless Haste ends.

Hexer's Vigor: Reduce casting time to 1, or make it end on the use of an non-Hex SPELL, as it was originally advertised to do.

And general:

Consider making life stealing skills all over the board subject to protection.

Consider moving skills related to energy degeneration into the Soul Reaping line.

Take a long hard look at some casting times in the N line.

Significantly buff direct damage from health sacrificing skills.
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Old Dec 19, 2007, 05:45 PM // 17:45   #95
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Price of failure's damage should be way lower than defile defense's, its condition is a lot easier to meet
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Old Dec 19, 2007, 05:48 PM // 17:48   #96
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defile is also easier to meet then people might think because you can wand the victim to trigger the block without too much trouble, but people can miss attacks in many ways (think blurred vision :P).
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Old Dec 19, 2007, 05:50 PM // 17:50   #97
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Define "way lower". What do you think would be suitable?
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Old Dec 19, 2007, 06:44 PM // 18:44   #98
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Quote:
Originally Posted by Sab
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.
Best arguement I have seen for a nerf......But if it is nerfed in any way...recharge, energy, unblockable, etc. Why would anyone take it over BA or CS? I am 99% of the time against all nerfs for the sole reason that it makes one skill or maybe 2 skills be so far above all others that they are the only ones that will be used. In the current form there are uses for crip, burning, magebane all to be used if magebane gets a nerf then it will fall short of being usefull. (I am talking about 8v8 btw, magebane is overpowered in 4v4 but so is lots of stuff)

Last edited by Keithark; Dec 19, 2007 at 06:56 PM // 18:56..
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Old Dec 19, 2007, 08:49 PM // 20:49   #99
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I havent seen any posts addressing this yet, but as an HA only player, I would be very pleased if just about everything was toned down. Pretty much there are some things that you must take (Aura of Stability / Song of Conc) or try very hard to fit into a build because skills like these, that arent even elite, often times can determine which way a match is played out.

I'm going to address skills used in the HoH first, and then move on to pre HoH maps.

Heavy disruption is no longer viable, your much better off slotting a water ele just to fit ward v harm in a build, because while you can keep 2-3 fire eles in check, you in no way can take care of 4+ fire eles on cap pts, only real way to hold against that is with ward of harm, and no you cant just step off the altar and help one other team explode because EVERYONE has ward v harm now. Splitting is still viable however, and that is one saving grace of cap points in halls. But pretty much because of the format, AoE effects are almost must haves, and consequently ward v harm helps slot the win on this map.

On the relic run, if you dont have Aura of stability just /resign, I wont mention the mechanics that needs reworked itself, thats not for this thread, )(also the map design gimps red and yellow because it is possible to three man block the relic and they can never pick it up), Aura just turns relic running into viel stripping, and not much more. Consequently, teams have started using ward v foes in places they dont normally get slotted, like on the dervish I use.

KotH is fine, however Song of Conc really makes things difficult when the altar is up for grabs, it is necessary to put an interupt somewhere not on the memer since PD is 2s recharge and the ghost is 2s cap time, Aura also helps the ghost cap.

Pre halls

IWAY groups, I'm not saying they are impossible to beat, I win vs iway regularly, however when Iway was made it was meant to rush in, farm fame in 2 min matchs for the first few maps, maybe get farther, and then die, today this is not the case, iway has so much defense now with the two paragon backline instead of the necromancer line, and consequently takes a lot more time and effort to put down than in the past. At the higher skilled groups this doesnt mean a whole lot, but for new players this is devastating when it comes to trying to put a group together and make a few fame. The IWAY build has the bonus, of being moderate pressure, high backline defense, and brainless to play all in one. This handicaps new players who cannot get past the backline defense they just die against iway. I am all for keeping iway in the meta since I like easy fame, but not when new players are almost forced to play it to see any wins at all.

Mind Blast, this skill gives bad players an energy engine, 25 energy is meant to mean something, spamming 15 energy spells used to be hard, mind blast just gives fire eles sloppy energy management, and they dont even need to pay attention to anything, just spamming it on its own offers small pressure between spikes (its a lot of fun coupled with glyph of immolation tho because setting everyone on fire + 10 energy return just makes u wonder what they were thinking when they made that skill), just about every mblast ele ive seen myself included has gotten mindblast diverted from mindless spamming, makes u wonder what the difference between balance and iway is today.

Dervishes
Wow ok, I can hit someone for almost 200 damage in one hit

Paragons
My energy isnt infinite anymore, but close enough

Ritualist
Splinter
Warmongers
Offering of Spirit
Weapong of warding
every weapon spell
Spirits
entire skillset

Assassin
Im unblockable, so much for balance, hey put warmongers on me they cant do anything about it.
Shattering Assualt
A/D do more damage then D/x do
hey theymight be able to preprot my 200 dmg attack (D/A, or A/D) but thats a whole lot harder when I shadowstep to my target!!!
Augury of death



other than that,
most spikes I see are not overpowered, just a little disruption makes thier spikes to weak
OoA could be nerfed to hell and everyone would be pleased, but really HA is a lot better balance wise than it has been in the past
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Old Dec 19, 2007, 08:58 PM // 20:58   #100
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Quick Note: I'm mainly a Heroes Ascent player, for the simple reason I like it more... (If I wanted to call insane tactics, well, there is enough strategy games out there) Don't overquote me on this tough, I have played in top GvG before... (Top 50)
So these changes are HA-observations based.
Also, when I mention attrbites, I mean: 0...12...16 (Points in the Attribute Line)
"Fear Me!"

This skill has been the base of MANY lame, button bash builds... (3 A/W-OoA, Zergway) It's time to hit the actual problem... 5 Warriors spamming attacks at +33% doesn't hurt that much (It shouldn't, balance anyone?). But when they poop this shout "Fear Me!", they can drain any team in seconds...

New Skill:

"Fear Me!"
Target foe loses 1..3...4 Energy
---------------------------------------------------------

Rampage as One

Same for "Fear Me!": Nothing good comes out of this skill. "EW IS TEH REEEAAAL PROBLEM NEERF IT NEEEERF", Yes, good thinking whoever came up with that... That's why now, 1/3 of the builds being ran is Flaming Thumperway (2Thump, 2 Fire, 1 Snare)... People were complaining about deadly paradox, this skill is just as brainless, so it's time to Ether Renewal it (Just like dp), imo...
2 Options:

Rampage as One
For 3-13 seconds, while wielding a BOW, ...


Rampage as One
For 3-13 seconds, both you and your animal companion attack 33% faster and run 25% faster. This skill ends if you use a non-pet-attack skill.
---------------------------------------------------------

Icy Veins

Well, we've ALL seen it hold for 1...2...8+ consecutives, most of the time they simply spiked 2 opposing teams down, whilst their 4 N/Rt Healers, 2 N/Mo's keep them alive with ease...
Also here we see multiple problems, an overpowered spike, N/Rt healing that still abuses Soul Reaping, after so many nerfs... I'm not here to complain about SR, I'm here to fix IV... Imo, slightly damage reduction + increase recharge should fix the problem. A third problem is the Follow up, Signet of Sorrow. What most people don't realize is that, if you sacrifice a team member, you have 7 Necro's on the field, spamming a 79 Armor Ignoring Damage signet... A simple change should fix this...

Icy Veins
Target foe is struck for 10...64...85. For ...(Same as old IV)
10E 1A 10R


Signet of Sorrow
Targey foe takes 15...63...79 Damage. If target foe is near a DEAD PARTY MEMBER of that foe or has a dead pet, this Skill recharge instantly.
---------------------------------------------------------

Any AoE over Time: Savannah Heat, Searing Heat, Eruption, ...

I don't understand why this hasn't been brought up yet, or not any decent conversation/arguement anyways, but why does the ammount of AoE you pack increase your winning chanced by a large ammount?

E.G. A team with 1 fire ele on a capture points map, doesn't have a small, but a LARGE disadvantage versus a team with 2 fire eles...
Sure, you "could" interupt" enemy fire eles. I'm also pretty sure you're going to find a mesmer who can interupt 4-5 fire eles in Hall of Heroes...

Problem here is the stacking/spamming of these AoE spells, often whiping teams trough Ward against Harm, dual Hb/Heal Party... Now, obviously, we need to ask ourself, where is the line between a healthy ammount of AoE, and the spamming into oblivion which where HA is at atm...
Obviously, we don't want a team to get on the center in HoH, and hold it untill they secured victory... This is, I gues, the main reason why people dislike a Fire AoE nerf... Well, the anwser is pretty obvious, No-one forced both opposing teams to cap that center shrine in the first place... You might as well go for another base/shrine.
Also, the way it is now, simply isn't the way it should be. To win a capture points map, Fire AoE is a MUST. I've seen team win without the help of our good old friend, Searing Flames Ross, but heck, chances OF WINNING increase drasticly when you pack more fireworks...
At the moment, the state of Fire damage is so bad, that 2 Fire eles is the meta, and 3 is the "new improved meta"... 1 warrior, 3 fire eles, 1 water snare... Guaranteed win on capture points...

So, to fix this, can we please change game mechanics that one can only take damage from ANY AoE spell at a time per second.

E.G., if there was 10000 Savannah Heats, 10000 Searing Heats, etc on a certain point in the map, one would only take damage from the one spell.
The choice of spell can be selected easily: Or: you take damage from the whatever spell you took damage from first, or what might be slightly better: you take damage from whatever AoE spell offers the highest ammount of damage...

This would promote taking 1 Fire Ele in a balanced build, rather than taking a Warrior and a Snare in a Fire Ele build...


Any toughts in this AoE issue?
Killed u man is offline  
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