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Old Dec 31, 2006, 04:18 AM // 04:18   #41
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All the 70% of the skills noone uses, I would like to see buffed.

Guild Wars may have 1137 skills, but only 30% are used.
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Old Dec 31, 2006, 05:52 AM // 05:52   #42
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Muffen:
I never said anything about running Decap and Prison on the same bar, I was making a general statement about your character and I was pretty spot on.

qwe4rty has the right idea already, i mean what else needs to be said about the elite with a longass duration and can be chained into many different assassin chains, and that's just versatility in the class itself. Go read all the notes already said before you continue trolling.

Last edited by nephilim; Dec 31, 2006 at 05:57 AM // 05:57..
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Old Dec 31, 2006, 05:59 AM // 05:59   #43
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Quote:
Originally Posted by necrosfeelyaks
umm, ok so now we have a really nice melee hate enchant that is spammable and has no cas time...
As is, guardian is not a very good skill, the cast time makes it extremely difficult to use on spikes and aegis is just so much better at fighting pressure.

Quote:
Originally Posted by necrosfeelyaks
so ur also saying u want Shield of deflection to 1/4 second cast time also? because thats an eltie for 10nrg, and it dosent even have 1/4 cast time so its not useful in spikes.
Yes, but I think someone already mentioned that earlier in the thread.
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Old Dec 31, 2006, 07:04 AM // 07:04   #44
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I tried posting this before, but guru ftl.

I just want someone to justify Skull Crack being elite, because it doesn't make sense. Nonelite skills like Concussion shot require an interrupt like Skull Crack, and have a high cost, (25e, SK is 9adren) but are still not elite. Broad Head Arrow is an elite dazing skill, and is unconditional daze application. The dazed duration for BHA and concshot scales and lasts longer than Skull Crack as well, so if it is going to stay elite it should be moved to a different line and scale as well.

Currently:
Skull Crack: Elite Melee Attack. If this attack hits, that foe is interrupted and if the foe was casting a spell that foe is Dazed for 10 seconds. [Non Attribute]

Maybe..
Skull Crack: Elite Melee Attack. If this attack hits, that foe is interrupted and if the foe was casting a spell that foe is Dazed for 8..17 seconds. [Tactics]

Non-elite..
Skull Crack: Melee Attack. If this attack hits, that foe is interrupted and if the foe was casting a spell that foe is Dazed for 10 seconds. [Non Attribute]

Last edited by Vermilion; Dec 31, 2006 at 07:10 AM // 07:10..
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Old Dec 31, 2006, 07:34 AM // 07:34   #45
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Quote:
Wild Blow:
I laughed when I saw this nerf. How else are Grenth's Dervishes going to ripoff those Block enchantments? The skill is fine, it's just an interesting side effect of making a 9-41 weapon always critting that's hard for some people to swallow. And this is not a nerf thread, this is a buff thread.
Irresitable sweep or soilders strike?
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Old Dec 31, 2006, 07:46 AM // 07:46   #46
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Quote:
Originally Posted by DieInBasra
Irresitable sweep or soilders strike?
Honestly though your suggestion for Wild Blow would make it horrible. If target doesn't have a stance (and most don't), Wild Blow would read:

5/5

Lose all adrenaline. Your next attack is a critical hit.

Seriously? Lose all adrenal for a critical and that's it? It becomes nothing but a stance removal then, rest of the time you better just hope to crit than paying 5E for it.

Wild Blow is a perfectly fine skill atm and always was. Yes, Dervish can use it, but if Grenth needs a nerf, it shouldn't be achieved by nerfing Wild Blow.
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Old Dec 31, 2006, 07:50 AM // 07:50   #47
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Quote:
Originally Posted by Saphatorael
Illusion of Haste: At least make it usable now. It's horrid compared to Storm Djinn's Haste, which is 5 times better than IoH. Even if you have Air Magic at 0, and Illusion Magic at 16, Storm Djinn's Haste kicks IoH's bum.


Aura of Displacement: YES, I want to see this buffed. Now that I've gotten into playing a sin in PvP, I realize how crappy this skill is.
It's a way to get in, kill, and get out... but nowadays, especially with Feigned Neutrality, you can basically just stay in the fray and tank for a while. (It's what I've been doing since the second week of NF with that Shadow Prison spiker everybody seems to use now >.>).
Drop the energy cost to 5. It IS an elite, remember? It might as well give Golden Lotus Strike some play again, the energy costs are too limiting. Especially because of one simple elite.
Quote:
Originally Posted by The Muffen Man
Shadow Prison {E}
Elite Hex Spell. Shadow Step to target foe. For 4 ~ 9 (~ 10) seconds, that foe moves 66% slower.
5E / 0.25C / 20R

I think it could use a slight buff and have the recharge reduced to 15s instead of the current 20s.

With this slight buff it would synergies better with a lot of the assassin daggers skills recharge times.
Neither of you play much GvG, do you? Both shadow prison and AoD are some of the most commonly used 'sin elites in the entire game. If something needs to be buffed, it's not those two...

And illusion of haste is a good skill for farming, so let's buff it and let those farmers make even more gold! ZOMG what a great idea :P

Quote:
Originally Posted by What if...
My desired buffs would be:

Ether Feast: Drop the cast time to one second or increase the energy stolen (and with it the health). It's already a questionable self-heal as it requires you to be within spell casting range. This makes no sense to me.

Shame and Guilt: Drop the recharges by 5 seconds
Regarding ether feast, it is already a good heal in itself, so there's no need for it to be buffed. For shame, try playing a monk in GvG and then we'll see if you still say it needs to be buffed. Anet balances based on PvP for the most part (and GvG is most of the PvP they care about), so they're not going to buff shame. If anything, they'll lower the energy steal...
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Old Dec 31, 2006, 07:50 AM // 07:50   #48
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Quote:
Originally Posted by Jagan Vastary
Assassin: Basically increase all dagger attack skills to at least +30 damage, maybe with the exception of stuff like twisting fangs and temple strike, compared to scythe stuff it is really painfully bad, especially when you consider scythes keep their special weapon properties (AoE) for attack skills while daggers do not.

+30 damage??? what about .....+60? please.....


most of the post at this Thread make little sense, what a waste of time.

Last edited by Zoo X; Dec 31, 2006 at 07:54 AM // 07:54..
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Old Dec 31, 2006, 09:14 AM // 09:14   #49
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Quote:
Originally Posted by nephilim
Whirling Axe:
An earlier suggestion to lower the Block penalty is insufficient. The skill still won't see enough use as it doesn't do enough damage to justify eating into your adrenaline production that much. Either way the skill needs an overhaul.
Whirling's avg the exact same dmg as evisc pre-nerf over 100 hits (not counting dw).

Its made to be a dps machine and its the best a war has but the block disable keeps it out of pvp. I would like to see this reduced even 3-4 seconds really hurts your dps.

Whirling, dismember, crit chop is all you'll ever need with this set up. Besides I've never seen an axe bar run more than 2 adrenaline attack skills.

Last edited by twicky_kid; Dec 31, 2006 at 10:03 AM // 10:03..
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Old Dec 31, 2006, 09:54 AM // 09:54   #50
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Quote:
Originally Posted by necrosfeelyaks
have u ever tried using this skill on a sin or warrior? its spike potential is enormous!, it slows ur target for long already, with low speck.... making it 15s would buff shadow spikes even more, and right now there extremely powerful as it is

If this skill gets nerfedit will be the biggest jock since they nerfed tigers fury to 25% attack speed and then gave rangers rao.
There is already a none elite form of this skill:

Dark Prison Description:
Shadow step to target foe. For 1...6 seconds, that foe moves 33% slower.
Energy Cost:10
Casting Time:1/4 seconds
Recharge Time:60 seconds
Skill Type:Hex Spell
Linked Attributeeadly Arts

do you see anyone yousing this? No why cause its crap the same will happen if they nerf shadow prison cause as it stands its border line make it any worse and it will never be used again.
If anet are concerned that warriros in gvg are using it too much then simpley move it to the critical line and make it so it starts from 0 sec that way warriors cant use it, its like what they did with twisting fangs in the preview event it was in dagger mastery and was used with temple strike on r/a to great effect. How many r/a do you see these days and how many people use temple strike these days.
They took a great skill nerfed it beyond use and now it sits there collecting dust.
This is pretty much anets legacy.
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Old Dec 31, 2006, 02:22 PM // 14:22   #51
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Did you read the skill description? There is something called recharge time. Dark Prison has 60 sec recharge, thats why it is crap. Shadow Prison has 20 sec recharge and cause of that everyone is using it.
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Old Dec 31, 2006, 02:59 PM // 14:59   #52
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20 second recharge and 5 energy cost, which makes it cheap enough for warriors to use.
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Old Dec 31, 2006, 06:00 PM // 18:00   #53
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hmm @ twicky
when i say eating into adren, assume you spammed Whirling each time it's up...
it would take you (assuming everything hits) you would need 8 hits just to use dismember. Granted, you don't need to do that and save up for dismember... it's just a personal thing (hope i didnt fumble my math there Lol).

I never considered how good Whirling would be if the *on block disable* were a non-factor... it would be something interesting to see, and I would like to see that option of an Axe DPS-machine.

---

to everyone else, don't feed the troll, he just wont understand the logic of why shadow prison is fine if not overpowered.
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Old Dec 31, 2006, 06:09 PM // 18:09   #54
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Whirling Axe (40a): {this} deals +5..20 damage. If {this} is Blocked or Evaded, gain 1..3 strikes of Adrenaline.
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Old Dec 31, 2006, 06:16 PM // 18:16   #55
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Quote:
Originally Posted by nephilim
I never considered how good Whirling would be if the *on block disable* were a non-factor... it would be something interesting to see, and I would like to see that option of an Axe DPS-machine.
If my memory doesn't fail me, that would bascally be the old cleave (yes, VERY old), which was most definitely overpowered.
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Old Dec 31, 2006, 07:00 PM // 19:00   #56
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Quote:
Originally Posted by twicky_kid

Whirling's avg the exact same dmg as evisc pre-nerf over 100 hits (not counting dw).

Its made to be a dps machine and its the best a war has but the block disable keeps it out of pvp. I would like to see this reduced even 3-4 seconds really hurts your dps.

Whirling, dismember, crit chop is all you'll ever need with this set up. Besides I've never seen an axe bar run more than 2 adrenaline attack skills.
Actually, not even close. Even if whirling didn't have the disable clause dragon slash totally destroys it for dps. Not only does dslash pump up your dps hugely, but you also get to spike more often. Whirling cripples your adren gain so you can't even take advantage of spammable deep wound which is pretty much the main thing axe has going for it outside of eviscerate/crit chop.

I like neoflame's suggestion of adrenaline gain if it misses.

A couple of other elites that need buffing

[skill=Mind Blast]Mind Blast[/skill]
Increase damage to 15...63(79)

[skill=Magehunter Strike]Magehunter Strike[/skill]
Change from energy to 2 adrenaline.

Last edited by Symbol; Dec 31, 2006 at 07:06 PM // 19:06..
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Old Dec 31, 2006, 08:28 PM // 20:28   #57
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Gust, 5e 1 8s *
Target foe is struck for 20...68 cold damage and knocked down for 3 seconds. If that foe is not affected by a water or earth magic hex, this spell causes exhaustion.

and following Symbol's suggestion for Magehunter Strike, just keep the 1/2 second activation and it's golden.

Magehunter's Strike, 2a 1/2 - *
Target foe gets +2 joyfulness. I am the spatula.
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Old Dec 31, 2006, 08:33 PM // 20:33   #58
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I wish some of the PVE players would stop posting here with their suggestions. Some of these aren't even keeping balance in mind, they just want "UBER leet powerful" skills to destroy monsters in PVE. Which is why you see so much PVE crying when nerfs come around.

And this is coming from someone who plays PVE a lot too. Sorry, I just had to say something. This is a PVP thread not PVE.
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Old Dec 31, 2006, 10:48 PM // 22:48   #59
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Quote:
Originally Posted by The Muffen Man
If this skill gets nerfedit will be the biggest jock since they nerfed tigers fury to 25% attack speed and then gave rangers rao.
There is already a none elite form of this skill:

Dark Prison Description:
Shadow step to target foe. For 1...6 seconds, that foe moves 33% slower.
Energy Cost:10
Casting Time:1/4 seconds
Recharge Time:60 seconds
Skill Type:Hex Spell
Linked Attributeeadly Arts

do you see anyone yousing this? No why cause its crap the same will happen if they nerf shadow prison cause as it stands its border line make it any worse and it will never be used again.
If anet are concerned that warriros in gvg are using it too much then simpley move it to the critical line and make it so it starts from 0 sec that way warriors cant use it, its like what they did with twisting fangs in the preview event it was in dagger mastery and was used with temple strike on r/a to great effect. How many r/a do you see these days and how many people use temple strike these days.
They took a great skill nerfed it beyond use and now it sits there collecting dust.
This is pretty much anets legacy.
First of all, correction is needed. Dark Prison has a recharge of 45 seconds. Second of all, if they do nerf shadow prison, it won't be the biggest "jock". Honestly, that nerf to Tiger's Fury isn't even that great compared to other nerfs they have made (ie Ether Renewal and Balthazar's Aura)

A teleport in the critical line? That makes no sense, and would make it so Assassins would barely need to speck in Deadly Arts.

ANet needs to buff the other shadowstep skills. 45 seconds is way too long of a recharge for them. At the moment, I think Lead attacks need a much bigger buff then assassin teleports. Most assassins don't even deal w/ them, they just skip straight to off-hands and duals.
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Old Jan 01, 2007, 06:29 AM // 06:29   #60
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Here's something that will likely be more controversial, but what the hell.

[skill=Mind Burn]Mind Burn[/skill]
Remove exhaustion.

If you think about it, exhaustion is just totally counterproductive on a skill like this. It's meant to do lots of frontloaded damage, but a big chunk of that is through a long lasting burning degen, which is easily removed. So anywhere there's significant healing or condition removal (in GvG that would be both at the stand and in skirmishes so...) it's completely awful.

Mind shock is strong even with exhaustion because KD is potent and you get a nice chunk of damage along with it-with mind burn neither the damage nor the secondary effect is terribly impressive _and_ they're conditional, so you might as well make it spammable.

It'd be nice to see a selection fire elites that do different things:
Searing flames-heavy AoE damage pressure
Mind Burn - heavy single target dps
Mind Blast - damage + utility

instead of just SF being good and everything else being garbage.

Moving on to misc other fire skills-let's take a true stinker and see what we can do with it.

[skill=Smoldering Embers]Smoldering Embers[/skill]
This turd has been garbage since factions came out and occupies a special place in my heart, as it's a showcase for how clueless A.net is when it comes to balancing direct damage skills.
It's an immolate that's worse in every way which matters, and immolate is pretty meh by itself.

Change to 1s cast, 8s recharge. It'd still be a boring nuke, but at least it'll give fire elementalists something to put on their bar if they're just looking to burn a single target down.

Last edited by Symbol; Jan 01, 2007 at 06:46 AM // 06:46..
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