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Old Sep 24, 2006, 11:27 PM // 23:27   #61
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Quote:
Originally Posted by TheOneMephisto
I'm wondering whether enraging charge might be a viable replacement for sprint on warriors.
Lose my run buff after the first hit on a kiting target? Nothx
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Old Sep 26, 2006, 05:41 PM // 17:41   #62
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I started thinking of a Heal/Prot hybrid, but unfortunately they made Holy Haste end if you cast another enchantment, so there goes my dream. They should have made it "You lose 5...2 energy each time you cast an enchantment" or something. And btw, does Healer's Covenant reduce the DF bonus, too?
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Old Sep 26, 2006, 05:54 PM // 17:54   #63
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No, it doesn't.
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Old Sep 26, 2006, 06:03 PM // 18:03   #64
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Originally Posted by SnipiousMax
Will either of the new classes have any effect on PvP?
Yes, they will.
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Old Sep 26, 2006, 07:20 PM // 19:20   #65
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"You're All Alone!" probably needs some kind of tweak. It's just too good on a base ganker right now. Slightly increasing the recharge or reducing the duration of the skill would make it slightly less good, but still worth running.
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Old Sep 26, 2006, 07:52 PM // 19:52   #66
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Link YAA to Tactics, such that level 15 tactics = 10s duration. Increase required distace to nearest ally to "In The Area"
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Old Sep 26, 2006, 08:15 PM // 20:15   #67
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You're all alone was bugged to give 20 seconds of cripple and weakness, therefore it was way to leetsauce. I think with 10 seconds and "Nearby" it'll be balanced.
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Old Sep 26, 2006, 08:17 PM // 20:17   #68
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Quote:
Originally Posted by Neo-LD
Link YAA to Tactics, such that level 15 tactics = 10s duration. Increase required distace to nearest ally to "In The Area"
Would 'in the area' really affect it's efficiency as base gank skill?
Quote:
Originally Posted by Wasteland Squidget
Indeed, and that's why I don't think the spike needs too big a hit in 8v8. It would become a lot more balanced overall if Hypochondria required a large attribute investment so you couldn't use it easily on monks. Bloodspike also has a lot of healing characters, but it's by no means impossible to beat. I think 8-man frag spike would just become another nasty spike build that people would run to steamroll unprepared teams, like SB/RI. Another decent nerf would be making Frag a 2s cast.

I'm a lot more worried about the effects of Hypochondria as a skirmish skill than as a spike. It has a lot of extremely attractive elements on a base ganker, and might prove to be overpowered in that setting.
From the Hypochondria Spike thread. I agree with everything he says here.

Last edited by Thomas.knbk; Sep 26, 2006 at 08:27 PM // 20:27..
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Old Sep 26, 2006, 08:24 PM // 20:24   #69
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You're all alone was bugged to give 20 seconds of cripple and weakness, therefore it was way to leetsauce. I think with 10 seconds and "Nearby" it'll be balanced.
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Old Sep 26, 2006, 10:38 PM // 22:38   #70
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Quote:
Originally Posted by Neo-LD
Link YAA to Tactics, such that level 15 tactics = 10s duration. Increase required distace to nearest ally to "In The Area"
In the area is a bit too big, imo. It becomes weak on a base ganker because of NPCs, and weak at the flagstand because of other players. I doubt it would see any play with that range, though I do like the idea of a tactics link very much.
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Old Sep 26, 2006, 11:10 PM // 23:10   #71
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Quote:
Originally Posted by Wasteland Squidget
In the area is a bit too big, imo. It becomes weak on a base ganker because of NPCs, and weak at the flagstand because of other players. I doubt it would see any play with that range, though I do like the idea of a tactics link very much.
The whole point of the skill is that the person is in fact alone :P

anything less than 'in the area' is basically like saying "as long as target enemy isn't holding hands with anyone". in the area is fine imo
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Old Sep 26, 2006, 11:15 PM // 23:15   #72
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YAA is retarded and needs a huge nerf.

Bugs will be fixed. New skills will work in slowly. It looks like Nightfall will have more of an impact than Factions, which is a good thing.

Peace,
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Old Sep 27, 2006, 12:12 AM // 00:12   #73
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Quote:
Originally Posted by Ensign
YAA is retarded and needs a huge nerf.
Out of curiousity, what would you suggest as a suitably 'huge' nerf for the skill?
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Old Sep 27, 2006, 05:22 AM // 05:22   #74
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Increasing the required radius to "In the area", plus a hit to the energy cost and recharge.

Peace,
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Old Sep 27, 2006, 09:20 AM // 09:20   #75
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I'm already thinking these two skills may need a nerfing or D/Mo monk backlines can easily be realized.

Pious Renewal: 5e 1/4s cast 3s cycle
For 8 seconds, whenever an Enchantment ends on you, you gain 0..2 Energy and 0..20 Health.

Signet of Piety: 1s cast 20s cycle
Lose 1 enchantment. Target ally is healed for 30..102 Health. If an Enchantment was removed in this way, this Signet recharges immediately.

Its not difficult to spam out Pious Renewal followed by Signet of Piety for heals as well as the +5+2 energy bonus... or a +2 net gain. Now stack your enchantments up with a Gaurdian and a Reversal and the energy gains every time you heal someone with Signet of Piety starts looking good, way too good.

Toss in Imbue Health, Gift of Health and there ya go.

Last edited by cookiemonkie; Sep 27, 2006 at 09:26 AM // 09:26..
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Old Sep 27, 2006, 09:51 AM // 09:51   #76
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Quote:
Originally Posted by Wasteland Squidget
Out of curiousity, what would you suggest as a suitably 'huge' nerf for the skill?
Tie it to an attribute? Decrease duration? Increase the radius to at least nearby?
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Old Sep 27, 2006, 10:53 AM // 10:53   #77
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Quote:
Originally Posted by Wasteland Squidget
Destructive forces you to be caught in your IAS after spiking, which means you'll either be snared or taking double damage.
Weapon 1: 15% always -5 energy axe.
Weapon 2: 15%>50% axe.

Other point to mention is that Burst of Aggression (peviously Wild Frenzy) synergizes with a "lose all adrenaline" type attack. This means that you'd be likely to take it over Frenzy in a pure adrenospike. And you wouldn't be taking Destructive if you're not adrenospike, so no biggie.

Destructive them with your -5 energy axe then swap to the standard-issue if you need the small pocket of energy.

This also promotes weapon swapping among warriors who have yet to learn to swap instinctively. If you put the vamp mod on the -5 energy axe, it means that they have to swap to that axe to get the pocket of energy after the spike, and means they get the pocket regardless if they remember to spike with the vamp. Rewards for good play/instinct = win
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Old Sep 27, 2006, 08:02 PM // 20:02   #78
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Quote:
Originally Posted by cookiemonkie
I'm already thinking these two skills may need a nerfing or D/Mo monk backlines can easily be realized.

Pious Renewal: 5e 1/4s cast 3s cycle
For 8 seconds, whenever an Enchantment ends on you, you gain 0..2 Energy and 0..20 Health.

Signet of Piety: 1s cast 20s cycle
Lose 1 enchantment. Target ally is healed for 30..102 Health. If an Enchantment was removed in this way, this Signet recharges immediately.

Its not difficult to spam out Pious Renewal followed by Signet of Piety for heals as well as the +5+2 energy bonus... or a +2 net gain. Now stack your enchantments up with a Gaurdian and a Reversal and the energy gains every time you heal someone with Signet of Piety starts looking good, way too good.

Toss in Imbue Health, Gift of Health and there ya go.
Did you miss the first preview weekend? Pious renewal was non-elite, and yeah the combo was pretty much badass. D/Mo healers seemed to be viable in GvG, and they'd run shield of deflection, life sheath, etc. as their elite. They nerfed PR by making it elite, and I didn't see a single D/Mo healer in GvG or RA all weekend. It may still be viable with some skill tweaks, but I wouldn't be nerfing it any more than it has been.
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Old Sep 27, 2006, 08:13 PM // 20:13   #79
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Quote:
Originally Posted by Greedy Gus
Did you miss the first preview weekend? Pious renewal was non-elite, and yeah the combo was pretty much badass. D/Mo healers seemed to be viable in GvG, and they'd run shield of deflection, life sheath, etc. as their elite. They nerfed PR by making it elite, and I didn't see a single D/Mo healer in GvG or RA all weekend. It may still be viable with some skill tweaks, but I wouldn't be nerfing it any more than it has been.
I ran it both weekends, even with the Pious Renewal -> Elite nerf the build edges out what any monk build would manage energy wise. Of course the 1st preview event the D/Mo was notoriously broken and performing the roles of roughly 3-4 players in 1.
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Old Sep 27, 2006, 08:42 PM // 20:42   #80
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I can run an ether prodigy E/Mo healer too with insane energy. Doesn't mean it can keep itself alive under pressure and replace a B-Light or boon prot monk in a 2-character backline. During the first weekend, at least D/Mo healers were viable, but they were still beaten in GvG and arenas. I expect they won't be run often, with the current skill balance, and are far from needing to be nerfed IMO.
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