Dec 01, 2006, 01:14 AM // 01:14
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#61
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Banned
Join Date: Jun 2006
Location: Good question
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Skill Updates:
Aria of Zeal: Increased casting time to 2 seconds.
Cyclone Axe: Modified so that it now requires an enemy target.
Energizing Finale: Increased the Energy cost to 10 and reduced the amount of energy gained per shout or chant to 1.
"Incoming!": Increased Energy cost to 10 and decreased duration to 1..5 seconds.
Jagged Bones: Modified so that it may now be used on allied minions.
Restful Breeze: Modified so that its behavior more accurately matches its description.
Stand Your Ground: Increased energy cost to 10.
"Watch Yourself!": Changed armor gain to 5..25, based on the Tactics attribute
gg
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Dec 01, 2006, 01:24 AM // 01:24
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#62
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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Beat me to it, Brother Bloood. It was an inevitible update but let the whining commense.
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Dec 01, 2006, 01:27 AM // 01:27
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#63
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Frost Gate Guardian
Join Date: Jul 2006
Guild: Professional Henchway [pRo]
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Quote:
Originally Posted by I Brother Bloood I
Skill Updates:
Aria of Zeal: Increased casting time to 2 seconds.
Cyclone Axe: Modified so that it now requires an enemy target.
Energizing Finale: Increased the Energy cost to 10 and reduced the amount of energy gained per shout or chant to 1.
"Incoming!": Increased Energy cost to 10 and decreased duration to 1..5 seconds.
Jagged Bones: Modified so that it may now be used on allied minions.
Restful Breeze: Modified so that its behavior more accurately matches its description.
Stand Your Ground: Increased energy cost to 10.
"Watch Yourself!": Changed armor gain to 5..25, based on the Tactics attribute
gg
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Nooooooooooooooooooooooooooooooooooooooooooooooooo ... </3
Seriously though, big thumbs up to ANet for actually listening a little... this'll help HA a fair bit in terms of holdway. Maybe they'll think of adding a hero limit next. /hope
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Dec 01, 2006, 02:31 AM // 02:31
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#64
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Desert Nomad
Join Date: May 2005
Location: Toronto, Ont.
Guild: [DT][pT][jT][Grim][Nion]
Profession: W/
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STREAMROLL TIME, roll that grenth prot that crap,lose that enchant....gg, lack of energy on spamable skills such as glimmer, say good bye.
Last edited by Ec]-[oMaN; Dec 01, 2006 at 07:08 PM // 19:08..
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Dec 01, 2006, 02:40 AM // 02:40
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#65
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Excellent change, about time.
I'm very glad they did this before the official skill update, because it's going to make it much clearer which skills are actually overpowered. EF had this weird effect where shitty skills suddenly looked good because you had infinite energy to spend spamming them.
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Dec 01, 2006, 02:57 AM // 02:57
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#66
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Desert Nomad
Join Date: May 2005
Location: Toronto, Ont.
Guild: [DT][pT][jT][Grim][Nion]
Profession: W/
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Quote:
Originally Posted by Wasteland Squidget
Excellent change, about time.
I'm very glad they did this before the official skill update, because it's going to make it much clearer which skills are actually overpowered. EF had this weird effect where shitty skills suddenly looked good because you had infinite energy to spend spamming them.
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very true squidget, but then wouldn't other people think these shitty spammable skills need a buff without the energizing?
Would this in it's current state just present more of an imbalance to the other skills? Hopefully making it easier for people to see but really doesnt solve the issue? because as we know nerf's come late and few.
Last edited by Ec]-[oMaN; Dec 01, 2006 at 03:03 AM // 03:03..
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Dec 01, 2006, 03:16 AM // 03:16
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#67
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Lion's Arch Merchant
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Yeah, it also made OP skills seem meerly ok. Or maybe they'll just seem op after the EF nerf...Is a game ending in 10 minutes really such a bad thing?
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Dec 01, 2006, 03:19 AM // 03:19
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#68
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Desert Nomad
Join Date: May 2005
Location: Toronto, Ont.
Guild: [DT][pT][jT][Grim][Nion]
Profession: W/
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Quote:
Originally Posted by DieInBasra
Yeah, it also made OP skills seem meerly ok. Or maybe they'll just seem op after the EF nerf...Is a game ending in 10 minutes really such a bad thing?
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I'll go play cs:s instead, honestly. If you ever noticed during the time of gale balanced builds things as it seemed to me were in a uprise, the need for balanced players were in need, to know exactly what to do and when, that has been offically scarped. Honestly I'm just a gvg newb in the 200's flame me if you want just my thoughts. More or less some one enlighten me...
Last edited by Ec]-[oMaN; Dec 01, 2006 at 03:26 AM // 03:26..
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Dec 01, 2006, 03:26 AM // 03:26
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#69
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by Ec]-[oMaN
I'll go play cs:s instead, honestly. If you ever noticed during the time of gale balanced builds things as it seemed to me were in a uprise, the need for balanced players were in need, to know exactly what to do and when, that has been offically scarped. Honestly I'm just a gvg newb in the 200's flame me if you want just my thoughts. More or less some one enlighten me...
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I have no idea what you just said.
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Dec 01, 2006, 03:29 AM // 03:29
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#70
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Desert Nomad
Join Date: May 2005
Location: Toronto, Ont.
Guild: [DT][pT][jT][Grim][Nion]
Profession: W/
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Quote:
Originally Posted by Wasteland Squidget
I have no idea what you just said.
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Uhg I guess. I'm abit tipsy.
Last edited by Ec]-[oMaN; Dec 01, 2006 at 03:31 AM // 03:31..
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Dec 01, 2006, 05:59 PM // 17:59
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#71
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Forge Runner
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I wonder how this will affect the omnipresence of Mo/A's, now that they no longer have a non-elite 57 energy per minute on another character. Will Mo/Me make a comeback, even with Drain Enchant/Inspired hex being nerfed or will we continue to see Mo/A's all over the place?
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Dec 01, 2006, 07:26 PM // 19:26
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#72
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Banned
Join Date: Jun 2006
Location: Good question
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Power drain and leech sig ftw
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Dec 01, 2006, 09:31 PM // 21:31
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#73
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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Quote:
Originally Posted by Ec]-[oMaN
If you ever noticed during the time of gale balanced builds things as it seemed to me were in a uprise
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fan tastic
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Dec 01, 2006, 10:48 PM // 22:48
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#74
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by Ec]-[oMaN
I'll go play cs:s instead, honestly. If you ever noticed during the time of gale balanced builds things as it seemed to me were in a uprise, the need for balanced players were in need, to know exactly what to do and when, that has been offically scarped. Honestly I'm just a gvg newb in the 200's flame me if you want just my thoughts. More or less some one enlighten me...
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He was trying to say that during "Gale Wars" guilds needed good balanced players that had skill, and now, a year later, you don't. Which is something JR and Kestrel and so forth QQ about on GWP these days.
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Dec 02, 2006, 03:41 AM // 03:41
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#75
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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 Thomas.knbk
I wonder how this will affect the omnipresence of Mo/A's, now that they no longer have a non-elite 57 energy per minute on another character. Will Mo/Me make a comeback, even with Drain Enchant/Inspired hex being nerfed or will we continue to see Mo/A's all over the place?
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Or better yet, will Mo/D replace them?
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