Nov 14, 2007, 04:19 AM // 04:19
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#41
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Desert Nomad
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Quote:
Originally Posted by kosh
no its not. cripshot will still be a must on builds. i can see 2 ranger in gvgs now becoming the next thing.
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Can you not RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing read? I said it WON'T SEE PLAY IN GVG.
Reading comprehension is key.
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Nov 14, 2007, 05:39 AM // 05:39
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#42
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Desert Nomad
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Magebane is a little too good in TA. Considering Rangers already dominate the arena, I don't think adding an unblockable interrupt is a good idea (worth trading for Cripshot or BA imo). Change the mechanic or tone down the numbers.
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Nov 14, 2007, 05:40 AM // 05:40
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#43
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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 Thom Bangalter
There's no question; cripshot and BA still outclass it, as adding a third interrupt to the ranger template does absolutely nothing except tie up an elite.
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Cripshot definitely still outclasses it but if you want to run Dual Rangers I might go for Magebane over BA. You don't use Magebane as a third interrupt - it replaces Savage Shot and then you replace BA with Screaming Shot or Sloth Hunter's Shot. The end result of being able to interrupt through blocking (plus a mini disabling effect) will very often be more valuable than the greater (although not drastically so) damage of the BA Ranger.
~Z
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Nov 14, 2007, 06:52 AM // 06:52
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#44
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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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Am I the only one who's thinking about putting Magebane Shot on a mesmer? Well, if I can find a reason to take HEV off.
I'm amazed to actually be saying this, but this was a good set of changes. There are a few remaining problems, Deadly Paradox is still stupid, Recall still needs some tuning (if they put the enchantment back on the target, then combined with the skill disable, it'll be a much more dangerous skill to use), and I have a bad feeling that Falling Lotus Strike is going to be fuel for SP Assassin 2.0, but it's a good deal easier to stop.
The lack of good party healing options right now is still bad.
Am I the only one that's thinking about putting Magebane Shot on a mesmer?
Last edited by Riotgear; Nov 14, 2007 at 06:59 AM // 06:59..
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Nov 14, 2007, 07:30 AM // 07:30
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#45
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Krytan Explorer
Join Date: Jun 2007
Guild: Ray
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Quote:
Originally Posted by Theli
Nah I Would Run Magebane in HA instead of a Choking Gas Ranger......
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..
Wait Nobody runs CG Rangers Anymore!!!.
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wtf? since when rangers use bows?
I am so happy to see that SR finally got fixed after nearly 2 years of abuse.
Quote:
Originally Posted by Riotgear
Am I the only one that's thinking about putting Magebane Shot on a mesmer?
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hmm, Power Block still pwnz the crap out of it.
Last edited by shoogi; Nov 14, 2007 at 07:33 AM // 07:33..
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Nov 14, 2007, 07:31 AM // 07:31
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#46
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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Nice update, though I'd like to see that unblockable shattering assault combo go away.
How about tweaking a warrior elite or two next? It'd be nice to have viable options again, outside of evis/exec.
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Nov 14, 2007, 07:45 AM // 07:45
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#47
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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Awesome update.
To those who're already comparing the trampling ox combo to hoto: you can time the mending touch to go off just before the trampling ox, negating the combo.
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Nov 14, 2007, 07:45 AM // 07:45
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#48
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Pre-Searing Cadet
Join Date: Nov 2007
Guild: SoT
Profession: Mo/
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Ok. Thats my opinion.
There is no game skills to counter weapon spells except interrupt them >_<
So if there is a Rt with high channeling and spawning pawa he can maintain warmonger on sin (or other fast attacking melle) infinetly long. And we cant disenchant weapon of warding for example like a guardian and that makes weapon spells so strong.
Another problem is a gimmick A/Mo ^^
Dancing Daggers cost 5e! casting 1sec!!! and have 5sec recharge!
And deal more than 100 damage (12+1+2 deadly arts), which i cant counter with:
1) guardian or other block spell (thats strange. My guardian can block teh mighthy scythe and sin`s daggers and cant block thos daggers... Hmm)
2) prot spirit or spirit bond
Only SoA can do well but A/Mo have so many knockdown... And he can change target fast
These problems may be solved:
1) Increase weapon spells casting time (undisenchantable chants also have 2sec casting and it makes them balanced things. If my only chance to deal with weapons - interrupt them - I want to do it.) or decrease their duration (monk wants to cast something... warmonger last too long). They cant be disenchented anyway. It makes weapons balanced
2) Make Dancing Daggers BLOCKABLE and do PHYSICAL damage. Or balance this some other way.
P.S. Sry for my Bad English ^^
Last edited by Szer; Nov 14, 2007 at 07:54 AM // 07:54..
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Nov 14, 2007, 07:52 AM // 07:52
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#49
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Now that's some good stuff, assassin and SR fixes, and without too much collateral damage.
I don't quite get the nerfs to HoTo and trampling though, trampling was just good enough and HoTo was conditional.
Caster sins still need a hit as well, but this kind of updates give me hope.
Would anyone take magebane in 4vs4 instead of cripshot/BA? I think that skill is buffed a litttle too much. I can see monks get pummeled by it really badly.
And why does aNet's balance man hate B/P builds so much? No corpses from pets ftl, strange fix.
Last edited by bungusmaximus; Nov 14, 2007 at 07:59 AM // 07:59..
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Nov 14, 2007, 08:11 AM // 08:11
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#50
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Academy Page
Join Date: Sep 2007
Profession: N/
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I think the nerf to EW was unneccesary, it's already so easy to take it down. Instead warmongers weapon needs a nerf, like only give it 50% change to interrupt or something like that?
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Nov 14, 2007, 08:28 AM // 08:28
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#51
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Ascalonian Squire
Join Date: Oct 2007
Guild: Cape Thief
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I agree horns of the ox shouldn't of been nerfed so hard, but blades needs a nerf. Nothing in this game does 200 damage except that. Although moebius sins were able to constantly spike and knockdown with horns without energy issues.
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Nov 14, 2007, 08:33 AM // 08:33
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#52
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The Cheese Stands Alone
Join Date: Dec 2005
Location: A Chair
Guild: Delta Formation [DF]
Profession: R/
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Quote:
Originally Posted by Thom Bangalter
There's no question; cripshot and BA still outclass it, as adding a third interrupt to the ranger template does absolutely nothing except tie up an elite.
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You don't use it as a third interrupt. You use it to replace savage shot.
And it doesn't get outclassed by BA.
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Nov 14, 2007, 09:06 AM // 09:06
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#53
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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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BA can be subbed with Sloth Hunter's Shot if needed. Cripshot is kind of peerless though.
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Nov 14, 2007, 09:47 AM // 09:47
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#54
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Desert Nomad
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Quote:
Originally Posted by bungusmaximus
Would anyone take magebane in 4vs4 instead of cripshot/BA? I think that skill is buffed a litttle too much. I can see monks get pummeled by it really badly.
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Magebane rapes in 4v4, I played one earlier today. Blocking is one of the only things stopping a Ranger from disrupting key skills and causing a team to collapse, and Magebane gets around that pretty easily. Rangers were strong enough already, they don't need this kind of buff.
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Nov 14, 2007, 10:04 AM // 10:04
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#55
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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Was there a reason to continue nerfing expose defenses?
Now it just look pale compared to rigor mortis.
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Nov 14, 2007, 10:41 AM // 10:41
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#56
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Cool, DA sins are left untouched.
They are better than SP sins now, and by far (for short fights, like in TA, they were already).
Expose defenses: Yay. Well I guess it's time to go Rigor Mortis in 8v8. Don't know if it's really usable, though. Now expose will barely find its place on my bar.
Oxs: Frankly they were okay. Their KD is very conditionnal. Just compare to DA sins KD-machines, really. DA sins are still completely broken.
Monk, well, maybe you had to exchange conditionnal with uncond healing, cause now by nerfing the uncond healing (without buffing cond one), WoH is less (IMHO) interesting than ZB.
Magebane shot okay but why Punishing is left in the state it is? Just make punishing 5 energy 3 secs recharge so you have a spammable interrupt competing with Savage and D-shot and now Magebane. Still won't take magebane, need too much my elite slots for other purposes, while non-elite interrupts (infamous D-Shot and Savage) are still so godly.
Pet corpses and SR nerf will affect PVE as well as PvP, be prepared for a big bunch of cries.
Ineptitude. It was fine. Would even say balanced. Removable shutdown of 10 secs+some damage against 15 recharge was okay. Like L. Shiz said, clumsiness and its insane recharge is the issue.
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Nov 14, 2007, 10:42 AM // 10:42
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#57
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Frost Gate Guardian
Join Date: Feb 2006
Location: Out of my mind.
Guild: The Next Best Thing [qft]
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Quote:
Originally Posted by Turbobusa
Was there a reason to continue nerfing expose defenses?
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Other than the fact that it doesnt need to exist? No.
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Nov 14, 2007, 10:59 AM // 10:59
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#58
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Wilds Pathfinder
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Well the Sp sin is dead. I never really cared. It never had any real affect on GvG, well if your one of the tards that run monk runners SP sins are your worse nightmare ^_^. Sprirt way nerf? Well if your encouraging players to all run balance or AoEway well I 100% sure you effectively done your job. I see Mind Blast getting nerfed soon. DA Sins are HAHAHAHAHAHHAAHHAAHHAHAHAHAHAHAHAHAHA people still complaining about them. Well if you spend most of your time in Ra and Ab I'm sure the DA sin is your worst nightmare. I really don't care what happens to deadly arts, I guess having something do damage other then a warrior blows people heads off.
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Nov 14, 2007, 11:39 AM // 11:39
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#59
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Wilds Pathfinder
Join Date: May 2006
Guild: Super Kaon Action Team [Ban]
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Still no buff on gale
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Nov 14, 2007, 11:49 AM // 11:49
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#60
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Yay for Magebane.
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