Dec 11, 2006, 09:13 AM // 09:13
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#61
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Feigned neutrality is disguisting. That, along with shadow of haste+dark escape, made me invincible while shocking minds. We still lost, but it felt good to be invulnerable to MH.
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Dec 11, 2006, 09:19 AM // 09:19
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#62
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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 Etrik
FN can be kept up indefinately... for 10e every 13-14 seconds. Oh, and you can't use any attack skills. So this is yet another skill abused by another class (E/A or Mo/A runners) - similar to WY. Can't wait till FN (and by that sins) gets nerfed because other classes aren't affected by the drawbacks.
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It's "attacks or skills" not "attack skills." Basically all they can do is use DP/FN anyway, or cancel it and do something else. It's meant as a retreat ability, the problem is that you can pretty much "retreat" forever with it. Consider that 75% block/evade stances, which are close to the kind of protection FN gives, have 45-sec recharges. The downtime is roughly double the duration. DP/FN has no downtime at all.
Last edited by Riotgear; Dec 11, 2006 at 09:22 AM // 09:22..
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Dec 11, 2006, 09:37 AM // 09:37
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#63
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Krytan Explorer
Join Date: Jun 2006
Location: Romania
Guild: None atm
Profession: Mo/
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So.. you can tank in GvG? gg.
May aswell make a stance+dolyak+MoP warrior and just stand there doing nothing. It's all the same. There is no point in retreating forever, even if DP/FN allows you to.
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Dec 11, 2006, 10:14 AM // 10:14
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#64
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Jungle Guide
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Quote:
I'm tempted to avoid the SF issue entirely, but to quote someone else, when 9 of the 16 elites being used in a game are Searing Flames, it needs to be looked at. Although it does serve as a nice bar of where elementalist damage is finally viable.
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This isn't really the common case. How many teams run 4 or more searing flames eles?
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Dec 11, 2006, 10:46 AM // 10:46
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#65
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Symbol
This isn't really the common case. How many teams run 4 or more searing flames eles?
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How much have you watched observer mode over the last two days? I have seen matches quite frequently with 12 searing Eles going at it.
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Dec 11, 2006, 11:27 AM // 11:27
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#66
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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Quote:
Originally Posted by JR-
How much have you watched observer mode over the last two days? I have seen matches quite frequently with 12 searing Eles going at it.
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At least it is fun to watch to see all those fiery animation being triggered and of course gamble which of the teams find out first that you can scatter as well
So yes I believe the SF will get a punch (I feel HA WAS lame... but now its something different.. I dont know the english word for it...and will not post the dutch to avoid being banned... ) you will both fix GvG and HA with it... so why not?
Hexes are also quite down the drain due to divert hexes...so maybe there a minor tweak there as well? (how does: remove 1 hex in a time and decrease energy to 5 so it become more energy heavy and more flexible, sounds?).
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Dec 11, 2006, 11:54 AM // 11:54
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#67
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Jungle Guide
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Quote:
Originally Posted by JR
How much have you watched observer mode over the last two days? I have seen matches quite frequently with 12 searing Eles going at it.
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Not much admittedly, have been busy with work. But is it really fair to base this assessment on a weekend where tons of people were farming champ points? Throughout the rest of the ladder season it was very rare to see teams with more than two SF elementalists.
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Dec 11, 2006, 11:56 AM // 11:56
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#68
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Symbol
Not much admittedly, have been busy with work. But is it really fair to base this assessment on a weekend where tons of people were farming champ points? Throughout the rest of the ladder season it was very rare to see teams with more than two SF elementalists.
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Quote:
[#Frozen-Flame]
=-= [ICE]Korrigan has changed the topic to “The Frozen Flame - www.thefrozenflame.com - Season & Weekend of Lameness to end soon”
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Yes.
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Dec 11, 2006, 01:27 PM // 13:27
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#69
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Forge Runner
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Quote:
Originally Posted by tomcruisejr
*my nerf list:
Charm Animal
It's been almost 2 RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOin years and i still see them.
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Charm Amimal
As long as you have this skill equipped, you have (25...100%) chance to bring your pet with you. (Att: expertise)
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Dec 11, 2006, 03:41 PM // 15:41
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#70
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Banned
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Quote:
Originally Posted by Alleji
Charm Amimal
As long as you have this skill equipped, you have (25...100%) chance to bring your pet with you. (Att: expertise)
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Charm Amimal
If you have this skill equipped, your damage is reduced by 75%. (attribute: Beast Mastery)
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Dec 11, 2006, 04:12 PM // 16:12
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#71
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Forge Runner
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Quote:
Originally Posted by tomcruisejr
Quote:
Originally Posted by Alleji
Charm Amimal
As long as you have this skill equipped, you have (25...100%) chance to bring your pet with you. (Att: expertise)
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Charm Amimal
If you have this skill equipped, your damage is reduced by 75%. (attribute: Beast Mastery)
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Charm Animal
If you have this skill equipped, you are allowed to use Rampage As One as your elite.
No energy cost, activation time or recharge because activating it has no effect.
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Dec 11, 2006, 05:00 PM // 17:00
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#73
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Forge Runner
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I think putting FN in the critical Strikes line would make it overpowered, because it would mean Assassins only need to spec in 2 attributes instead of 3. (eliminating the need for shadow arts). I'm also not sure if changing the duration to 10 sec. at 10 Shadow Arts is going to do much. 10/12 is not that big of a difference from 12/12
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Dec 11, 2006, 05:33 PM // 17:33
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#74
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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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Someone on IRC pointed out that the problem with SS is simple: No other skill lets you cheaply convert energy into adrenaline without a 20-second recharge, and there's probably a good reason for that.
Quote:
Etrik is correct... if you force an assassin to use FN in order to stay alive... you have effectively stopped him from achieving his job...
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You could stop them from doing their job without FN, the only difference is whether or not they die in the process. That's the role FN appears to be designed for, to give them a temporary survival panic-button, similar to, say, Whirling Defense.
The duration is fine, the recharge WOULD balance it off if DP didn't give a 50% recharge without a single point in deadly arts.
Last edited by Riotgear; Dec 11, 2006 at 05:35 PM // 17:35..
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Dec 11, 2006, 06:11 PM // 18:11
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#75
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Krytan Explorer
Join Date: Apr 2006
Guild: Team Quitter [QQ]
Profession: Mo/Me
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Quote:
Originally Posted by Riotgear
Someone on IRC pointed out that the problem with SS is simple: No other skill lets you cheaply convert energy into adrenaline without a 20-second recharge, and there's probably a good reason for that.
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SS? Spiteful Spirit hehe, sorry I am bad with acronyms. The most commonly used warrior skill that converts energy to adrenaline only has a 4 second recharge :P
Quote:
Originally Posted by Lorekeeper
Etrik is correct... if you force an assassin to use FN in order to stay alive... you have effectively stopped him from achieving his job... which i assume was to kill NPCs in your base or delay the flag runner.
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Eh. Two things. First you have to look at Feigned Neutrality in conjuction with Shadow of Haste and Dash/Paradox. The 3 skill combination makes it nearly impossible to kill a good ganker. The situation of seeing a /assassin secondary drop to 10 health while under heavy melee/snare/degen pressure and survive sounds trivial, but just watching obs you see it on a consistant basis (lightning orb hits a feigned mind shock ele for 27...lawl). This combination so far exceeds AoD/Shadow Refuge that it can't even be compared. Not only does it make gankers almost invincible in one sense, it also permits use of different elites and non-assassin primary gankers.
This caused two things to occur. It almost eliminates the option of killing a ganker with reasonable effort. You used to be able to send 3 back and wipe them out. Now all you can really do is delay them. Wait till VoD and hope your build is better designed. Versus only assassin primaries, this would be fine. But with multi-class gankers, a gank team is not necessarily a liability at VoD. Furthermore, the feigned neutrality/shadow of haste panic button allows a gank to still slowely pick of archers by otherwise suicidal dives for NPCs (assassin degen > heal breeze btw).
The other option is just to ignore the gankers and focus on rolling their flagstand team. Again these returns to the ability to use multi-class gankers. Gank teams now have the ability to kill a guild lord diminishing this strategy. Using BSurge/Moebius Strike/YAA and numerous others a gank team can go right through him.
So in conclusion. The ability to free up an elite and having a godly panic button makes these skills imbalanced.
Last edited by Drewfense; Dec 11, 2006 at 06:15 PM // 18:15..
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Dec 11, 2006, 06:48 PM // 18:48
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#76
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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 Drewfense
The most commonly used warrior skill that converts energy to adrenaline only has a 4 second recharge :P
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It also makes you take double damage. SS = Steady Stance. Frenzy will give you 3 extra hits (with a sword/axe) over its entire duration. That's IF your target isn't kiting. Steady Stance + Drunken = as many as 4, provided you can make one hit. Yeah, it's an elite, but I think the fact that it supplies tons of adrenaline for very little energy and almost no recharge spells trouble by itself.
Kind of another note: Either Shadow of Haste needs to get kicked down a notch, or AOD kicked up one. I can't think of a single reason to run AOD over SoH/Prison right now.
Last edited by Riotgear; Dec 11, 2006 at 07:01 PM // 19:01..
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Dec 11, 2006, 07:32 PM // 19:32
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#77
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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
Feigned neutrality is disguisting. That, along with shadow of haste+dark escape, made me invincible while shocking minds. We still lost, but it felt good to be invulnerable to MH.
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I'm sure they could have gotten you if they wanted to.
Deadly Paradox, Shadow of Haste, and Feigned Nuetrality are all just fine, imo. It's an extremely strong escape combo but exactly the kind of thing that Elementalists needed to have great soloing capability. Now the actual Elementalist skills just need to be fixed so the class can have a wide range of variety in builds that can be played.
~Z
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Dec 11, 2006, 08:10 PM // 20:10
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#78
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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 Riotgear
Kind of another note: Either Shadow of Haste needs to get kicked down a notch, or AOD kicked up one. I can't think of a single reason to run AOD over SoH/Prison right now.
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With Aura of Displacement + Deadly Paradox + Feigned, you've got your gank + retreat + survival abilities in 3 skills. If using Shadow Prison you also need to have Shadow of Haste + Deadly Paradox + Feigned on your bar to be a ganker, which is a total of 4 skills.
So there IS a bonus, it gives you an extra skillslot to work with. The problem is that both Aura of Displacement and Golden Phoenix Strike need to cost 5 energy instead of 10. It takes 30 energy to use AoD + GPS + Twisting Fangs, as compared to Shadow Prison + Black Spider Strike + Twisting, which costs 20 energy and prevents the target from kiting away AND adds more degen. That's way better than having the extra skillslot AoD provides.
~Z
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Dec 11, 2006, 08:13 PM // 20:13
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#79
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by Zuranthium
I'm sure they could have gotten you if they wanted to.
Deadly Paradox, Shadow of Haste, and Feigned Nuetrality are all just fine, imo. It's an extremely strong escape combo but exactly the kind of thing that Elementalists needed to have great soloing capability. Now the actual Elementalist skills just need to be fixed so the class can have a wide range of variety in builds that can be played.
~Z
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No, shadow of haste+dark escape prevented me from being spiked. It really is a rediculous skill combination that means you can harass the base indefinetly, and unless you linger too long on the gank, your survival is guaranteed.
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Dec 11, 2006, 08:26 PM // 20:26
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#80
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Any runner should be able to nuetralize the threat you present.
Which leaves it as 7v7 at the base. Doesn't sound imbalanced to me. True, they probably still won't be able to kill you without a good snare if they send 2 people back, but that's a misplay by the other team and not an imbalance in how powerful your skills are.
~Z
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