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Old Jan 02, 2007, 06:03 PM // 18:03   #161
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Quote:
Originally Posted by drekmonger
Mind Burn is a decent elite. Mind Blast and Starburst are excellent elites. It's just that they've been overshadowed by the Searing Flames, an obviously overpowered elite.

I'll agree that Savannah Heat and Double Dragon aren't all that great but that doesn't justify keeping Searing Flames at it's current level of utility.
Savannah Heat is better than Mind Blast, a couple copies of SH with deep freeze placed well can flatten several players. Mind Blast as it stands is hardly a good elite: It's obviously designed to be semi-spammed, yet doesn't deal enough DPS by itself to be worth spamming so much. That and it relies on pumping out other spells for damage to be threatening, which isn't really the case.

Starburst is crap anywhere aside from scrub PvP and HA, and in HA it's inferior to Sandstorm now. Sending a 60AL character into someone else's midline is a bad idea.
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Old Jan 02, 2007, 07:06 PM // 19:06   #162
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Mind blast isn't great mostly because none of the other fire skills are great. It could use a damage boost, but it won't take much work to make it attractive provided that there are a couple of decent 1s casts you can put on that bar.

Starburst is horribly bad. Wow, I'm going to use my elite slot for a PbAoE that's a cheaper, shittier, flameburst. Excellent choice!
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Old Jan 02, 2007, 11:31 PM // 23:31   #163
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Quote:
Originally Posted by Blow Up Doll
TBH all that is required is an increase on recharge time...10s sounds good to me...Still viable but not so spammable.

Explain how you make it "Viable" after your suggestion has been implemented?
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Old Jan 04, 2007, 02:47 AM // 02:47   #164
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Quote:
Originally Posted by Blow Up Doll
TBH all that is required is an increase on recharge time...10s sounds good to me...Still viable but not so spammable.
A 10 second recharge would destroy the point of searing flames. I'd rather see a damage nerf than a recharge time nerf.
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Old Jan 04, 2007, 04:24 AM // 04:24   #165
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Totaly agreed with the above guy. Reduce dmg from 119 to 105. Slight nerf wont hurt it.
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Old Jan 05, 2007, 03:05 PM // 15:05   #166
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searing does not need a nerf. people need one
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Old Jan 05, 2007, 10:18 PM // 22:18   #167
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SF is absolutely perverted in both aspects of the game. Newbs can farm (majority) of GvG, and to a lesser extent now, HA teams with it. In PvE you simply obliterate everything, it's stupid. I don't think ANet can get away with not nerfing it
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Old Jan 05, 2007, 10:36 PM // 22:36   #168
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Quote:
Originally Posted by Skuld
Wrong thread Gae, this is SF in GvG :]
So you are saying what? They should nerf for GvG and leave alone for PvE? Sounds good to me!!!! Looks like most skills and professions are made in the start for PvE, then someone figures out that a specific build or skill works great in PvP so they use it, then another uses it, etc...Then it gets the nerf bat gamewide. Nobody in PvE calls for nerfs so it is PvP'ers wanting the nerf. Why not make everyone happy and nerf it from PvP and leave PvE alone. Most ppl I know either play one or the other not both, and if they do both it is just for a diversion not something they do often...or it is just to cap/buy/aquire skills for hero's or for PvP toons anyway.
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Old Jan 05, 2007, 10:49 PM // 22:49   #169
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Quote:
Originally Posted by pah01
searing does not need a nerf. people need one
We need more insightful posts like this one.

Quote:
Originally Posted by Keithark
Nobody in PvE calls for nerfs so it is PvP'ers wanting the nerf.
Because rarely if ever will anyone call for a nerf on something that benefits them. No one in PvE would benefit from a nerf to an overpowered player-usable skill, unless they're some of the few that think "too easy" is actually a problem.

PvE will remain playable without overpowered crap.
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Old Jan 11, 2007, 10:12 PM // 22:12   #170
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Searing Flames is powerful, but is also one of the most fragile builds in the metagame.

One well placed Diversion on either Searing Flames or Glowing Gaze will end the chain for 50+ seconds with most builds. With the recharge time on Liquid Flames, an ele with a disabled SF becomes nearly worthless. Often, just one disabled SF is enough to turn the tide in GvG.

A little bit of E-Drain will quickly diminish the large reserves of energy on a spamming SF.

Interrupts are easy to time on most SFs, since they spam their skills regularly.

Sprit Bond/Prot Spirit can be used to counter a "Searing Flames Spike." The target will burn before it takes damage signaling the spike. (the point of an SF IMO is pressure, not spike damage)

Eles have low armor. Spike them. A monk is not always the most important target, especially if you have a good spike team.

Remove Fire Attunement. With most SF builds, it's the only enchant they are using, making it easy to remove.

Cautery Signet and Extinguish are also viable deterents.

Migraine works well also.

I could keep going, but this should be enough to get people thinking.
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