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Old Nov 09, 2007, 01:44 AM // 01:44   #21
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LoD was over nerfed. Get rid of the 2s cast or restore the healing to the previous value imo.
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Old Nov 09, 2007, 01:48 AM // 01:48   #22
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Quote:
Originally Posted by TheOneMephisto
I don't understand the ancestor's rage change. Is the only difference that it doesn't trigger dervish mysticism anymore or am I missing something.
Since it is no longer affected by enchantment extending mods, the E/Rt Ride the Lightning + Ancestor's Rage build is now dead.

These changes (well the one that actual matters anyway -- LoD being killed) are crazy. I don't like the way the skills were changed but the outcome might be alright. I'm just worried about Zerg-rush builds becoming common in GvG. Healer's Boon + Heal Party + GoLE (will be an absolute requirement for that build) is most likely not a suitable replacement for LoD. Teams are gonna blow up...

~Z
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Old Nov 09, 2007, 01:57 AM // 01:57   #23
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Quote:
Originally Posted by Zuranthium
Since it is no longer affected by enchantment extending mods, the E/Rt Ride the Lightning + Ancestor's Rage build is now dead.

These changes (well the one that actual matters anyway -- LoD being killed) are crazy. I don't like the way the skills were changed but the outcome might be alright. I'm just worried about Zerg-rush builds becoming common in GvG. Healer's Boon + Heal Party + GoLE (will be an absolute requirement for that build) is most likely not a suitable replacement for LoD. Teams are gonna blow up...

~Z
Teams only blow up in a 8v8 fight at the stand.

Now teams will split.
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Old Nov 09, 2007, 02:06 AM // 02:06   #24
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Quote:
Originally Posted by twicky_kid
Teams only blow up in a 8v8 fight at the stand.

Now teams will split.
Yes, RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing great... more Assassin split builds.... fun.
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Old Nov 09, 2007, 02:14 AM // 02:14   #25
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Ancestor Rage ...Tested...it doesn't stack good job...
LoD ----> mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm FAIL
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Old Nov 09, 2007, 02:18 AM // 02:18   #26
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Quote:
Originally Posted by Whammo
Yes, RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing great... more Assassin split builds.... fun.
With the increase to healing including self heals Sins shouldn't be as much of a problem as before.
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Old Nov 09, 2007, 02:22 AM // 02:22   #27
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Who the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO told Izzy to change LoD? I like a lot of the update though.

I like the changes to Conjure Nightmare, Spell Shock, the entire healing line, and Splinter Weapon.

Last edited by Guillaume De Sonoma; Nov 09, 2007 at 02:26 AM // 02:26..
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Old Nov 09, 2007, 02:24 AM // 02:24   #28
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I think Izzy read that the one above u post ..that says ...LoD is free..Then Izzy thought mmm LoD is free..Kill IT

Last edited by Theli; Nov 09, 2007 at 02:38 AM // 02:38..
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Old Nov 09, 2007, 02:27 AM // 02:27   #29
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After LOD he will go after SB ( heal if +90 damage). Behold !!
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Old Nov 09, 2007, 02:42 AM // 02:42   #30
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Quote:
Originally Posted by Guillaume De Sonoma
Who the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO told Izzy to change LoD? I like a lot of the update though.
Many players agreed that LoD was too powerful and a single point of failure for every team. The game should not revolve around who can shut down 1 skill first.
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Old Nov 09, 2007, 02:55 AM // 02:55   #31
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LoD was a symptom, not the disease. Think - if shutting down LoD was enough for a team to blow up, what are you going to do now that you don't have LoD to begin with?

I guess everyone moves to HB+HP+GoLE?
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Old Nov 09, 2007, 03:00 AM // 03:00   #32
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I'm not keen on the update as a whole; I think the changes are iffy at best.

A few things I think aren't useful:

Blessed Light - As I see it, the problem with Blessed Light was making use of it as a bar compression skill. The more powerful heal simply doesn't offset this fact.
Light of Deliverance - I'm not sure how any targeted solution can be enough to reinforce the passive webs that are required to survive modern-day steamhammer-type offenses and spikes. Light of Deliverance, in my mind, was a desperate necessity, even if it was also overpowered.
Restful Breeze - Isn't this more often used as a cheap spec on some classes run away and keep from dying? It was already pretty powerful for that use, I'm not sure how this helps.
Magebane Shot - An interrupt that basically pushes through passive webs. Not sure how that's going to work out.
Weapon of Warding - did they not already nerf this because they felt it was too powerful? Someone refresh my memory.
Splinter Weapon - maybe it's just me, but wouldn't it have been more conducive to fix the pathing issues and AI behaviors that made splinter weapon so devastating?
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Old Nov 09, 2007, 03:02 AM // 03:02   #33
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Quote:
Assassin
Recall: when this Enchantment ends, it now disables all of the caster's Skills for 10 seconds.
WRONG.

Quote:
Dervish
Mystic Healing: decreased heal amount to 5..65.

Elementalist
Shell Shock: decreased recharge time to 8 seconds. This Skill now has 25% armor penetration.

Mesmer
Conjure Nightmare: decreased Energy cost to 15.
Shrinking Armor: increased Health degeneration to 1..4.
Signet of Illusions: fixed a bug that allowed this Signet to stack with itself.
NOBODY CARES.

Quote:
Monk
Blessed Light: increased heal amount to 10..140.
Cure Hex: now affected by Healer's Boon.
Glimmer of Light: decreased recharge time to 1 second; increased heal amount to 10..115.
Healer's Boon: instead of an upkeep cost, this Skill now has a duration of 10..55 seconds and no longer ends after a number of Spells are cast.
Healing Breeze: increased duration to 15 seconds; increased Health regeneration to 4..9.
Healing Ribbon: now affected by Healer's Boon.
Heal Party: increased heal amount to 30..90.
Light of Deliverance: increased casting time to 2 seconds; decreased heal amount to 5..70; now affects all party members regardless of Health.
Restful Breeze: increased duration to 8..18 seconds.
Vigorous Spirit: decreased casting time to .25 seconds.
Word of Healing: this Skill can now target the caster; increased non-conditional heal amount to 25..150; decreased recharge time to 3 seconds.
Let's go down the line:

Blessed Light: Big deal, call me when it's 5 energy.
Cure Hex: EotN was released HOW long ago? Shoddy programming.
Glimmer of Light: Way to enable bad monking through retarded spamming
Healer's Boon: thanks for shoving this one down our throats.
Healing Breeze: Nobody cares.
Healing Ribbon: Nobody cares. Also shoddy programming.
Heal Party: This doesn't see play anymore, buffing its numbers won't help. Call me when Ether Prodigy is good again... oh wait...
LoD: WAY TO SCREW THE ENTIRE METAGAME.
Restful Breeze: Nobody cares.
Vigorous Spirit: Nobody Cares.
Word of Healing: A year late.

Quote:
Necromancer
Oppressive Gaze: conditional effect now only triggers on foes who are below 50% Health.
Weaken Armor: decreased Energy cost to 5; decreased casting time to 2 seconds; decreased recharge time to 5 seconds; changed the skill type to a Spell; functionality changed to: "Target foe has Cracked Armor for 5..20 second[s]."
Wow, I might actually consider using Weaken Armor now!! YEAAAAAAAAAAH...

Quote:
Ranger
Energizing Wind: increased Energy cost to 15; decreased duration to 30..90 seconds; decreased Spirit's level to 1..6.
Fertile Season: increased Energy cost to 15; decreased Health bonus to 50..150; decreased armor bonus to 8.
Magebane Shot: functionality changed to: "If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 5 seconds. This attack cannot be blocked."
?????
Sometimes the darts miss I guess.

Quote:
Ritualist
Ancestors' Rage: this Skill is no longer considered an Enchantment.
Spiritleech Aura: fixed a bug that swapped duration and effect time.
Weapon of Warding: increased duration to 5..10 seconds.
Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes."
Sundering Weapon: increased duration to 5..20 seconds.
Put whoever made these changes in charge. I refuse to believe that one person screwed everything else up and got this completely right.

Quote:
Warrior
Body Blow: now works properly with scythes.
Symbolic Strike: now works properly with scythes.
Nobody. Freaking. Used. These. To. Begin. With.


Epic. Failure. No other way to put it. You really dropped the ball here Anet.

Mind explaining exactly why you don't listen to the people who know best how to play your game?
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Old Nov 09, 2007, 03:12 AM // 03:12   #34
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Quote:
Originally Posted by twicky_kid
Teams only blow up in a 8v8 fight at the stand.

Now teams will split.
The thing is, can a normal balanced team split and kill the Lord faster than a zerg team will be able to?

I've already seen D/N spammers pop up again -- quite possibly the dumbest build ever. Yeah, they nerfed Mystic Healing, but it's still good enough.

~Z
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Old Nov 09, 2007, 03:14 AM // 03:14   #35
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This is the typical knee jerk reaction from the community when anything in the meta changes quickly. So LoD is gone. Adapt and move on.

Something people need to realize about monk elites. There is never a real balance. Because it is healing and dmg prevention people will ALWAYS use what is the most efficient. People will chose the best mechanic for the meta game.

If condition and hex overload is the meta Blight, RC, and Divert is the way to go. Passive party wide dmg LoD and HP are best. Splits people will use ZB, WoH, and Glimmer.

The meta is what decides what monk elites are being used. Its a good thing we get a drastic change with LoD and SoD getting hit hard.

Btw most passive party wide def only works in big groups. I expect the power leaning more towards splits now making them more unfavorable to bring.
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Old Nov 09, 2007, 03:27 AM // 03:27   #36
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The power is going to be in the hands of RED ENGINE GO RED ENGINE zerging teams, because now there's nothing to save you once the block web goes down. Team defense is worse than it has ever been.

Quote:
The meta is what decides what monk elites are being used. Its a good thing we get a drastic change with LoD and SoD getting hit hard.
None of these nerfs affect anything that helps hinder massive, overpowering physical damage. Nothing can replace gap left by LoD.

Quote:
Btw most passive party wide def only works in big groups. I expect the power leaning more towards splits now making them more unfavorable to bring.
Who kills a Guild Lord faster: 8 people, or 4?

They just set back healing by a year, while everything else remains the same.

Last edited by Captain Robo; Nov 09, 2007 at 03:30 AM // 03:30..
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Old Nov 09, 2007, 03:30 AM // 03:30   #37
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Quote:
Originally Posted by Sun Fired Blank
Splinter Weapon - maybe it's just me, but wouldn't it have been more conducive to fix the pathing issues and AI behaviors that made splinter weapon so devastating?
They've had years and still can't even get the AI to pathfind around a rock let alone use skills correctly - do you really think making them spread out intelligently is within their capabilities?
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Old Nov 09, 2007, 03:36 AM // 03:36   #38
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Disastrously stupid update. Completely fails to address the issues that matter.
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Old Nov 09, 2007, 03:36 AM // 03:36   #39
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Captain Robo - I think Grammar in the Monk forum put it the best that I've read so far: As for LoD, the 2 second cast has completely blown this skill out of the water. And the sad thing is, there are no replacements. Zero replacements. Monks are now forced to revert back to the way we all played back before LoD ever existed, only we still have to deal LoD-era damage..

I don't think that any single targeted healing skill, or even something like Healing Ribbon + Healer's Boon, is adequate. And in places like the Hall of Heroes, I foresee a very bleak future indeed.

Mysterial, so true, but I do think that would've been the better solution.
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Old Nov 09, 2007, 03:51 AM // 03:51   #40
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+ recall is balanced
+ woh is sexy now

- no inept/clums nerfs
- ra/ta still plagued by hb maps
- i shed a tear for LoD
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