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Old Jun 30, 2006, 12:35 AM // 00:35   #61
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For Soul Barbs:

~45 damage per hex, ~3 energy lost for each trigger, as with Spinal Shivers?

I don't know about those numbers, it's just to give an idea.
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Old Jun 30, 2006, 01:24 AM // 01:24   #62
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I think the 10 energy cost and a minimum of 1 energy is a good nerf for AoE. Maybe a slightly longer recharge too. Come on free skills and a free re-cast is just ridiculous.

For god's sake nerf OoA. I really hope they ruin this skill like they did to OotV. Before, IWAY had no enchantment-removal at all (except for well of profane which doesnt really count) and now because of this 1 skill, its completely different.

I agree with the assassin armor needing a buff. Their paper armor gets them killed before they can do anything. I'd say buff them in general but one assassin skill that I think needs a nerf is Horns of the Ox. As for rits I'd say nerf Ritual Lord but make some of those skills with a long cast time (not the spirits) faster.
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Old Jun 30, 2006, 08:10 AM // 08:10   #63
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What I would say with Ritual Lord is to at least make it a skill you can interupt. As of right now there is no way to remove it.
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Old Jun 30, 2006, 08:31 AM // 08:31   #64
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Originally Posted by master_of_puppets
I agree with the assassin armor needing a buff. Their paper armor gets them killed before they can do anything.
I find this difficullt to agree with. Assassins in general seem fine for what would appear to be their main use, solo base ganking or general split build work. I think if you play them like you would a warrior then you will find armour issues, but assasins aren't warriors
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Old Jun 30, 2006, 12:37 PM // 12:37   #65
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Originally Posted by master_of_puppets
For god's sake nerf OoA. I really hope they ruin this skill like they did to OotV. Before, IWAY had no enchantment-removal at all (except for well of profane which doesnt really count) and now because of this 1 skill, its completely different.
And that's bad because ?
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Old Jun 30, 2006, 01:42 PM // 13:42   #66
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but one assassin skill that I think needs a nerf is Horns of the Ox.
I disagree with this completely. I instinctively make sure I stand close to someone when I see an assassin charging in on me, it's really quite simple. And if you do that, the rest of the assassin's chain is messed up anyway. I suggest you keep that in mind when facing them.

I agree with a nerf on OoA, it has made HA even more stale than it has ever been. It was pretty close to being quite diverse before every single IWAY brought it with them.
The difficulty with OoA is how to nerf it. As mentioned earlier as a solution to Soul Barbs (which I don't agree with, but was a good idea), is to have it work like Spinal Shivers in that instead of sacrificing life it would sacrifice energy, which is harder to source from others than healing (which happens via infuse, I believe). Or at least add some form of recharge (for every enchant removed, the skill takes an additional 'xx' seconds to recharge).

I'd like to see AoE changed as well to make it more useable for a Prot, instead of its current use with smiting. The ability to cast it on yourself would make it a viable boon-prot build, although it may prove to be overpowered in the long run. Maybe that and a 1E minimum cast like Divine Spirit? That would cripple it's use with Smiting as well as making it useful for protting, IMO.

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And that's bad because ?
Because 1 elite skill, used as it is being used in IWAY, disables the use of 117 Enchantments. And don't tell me to counter it when it can be cast way out of range of anyone, and can be reapplied (if removed from attackers) within 3 seconds.

Last edited by Kabale; Jun 30, 2006 at 01:46 PM // 13:46..
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Old Jun 30, 2006, 07:01 PM // 19:01   #67
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Originally Posted by Lord Dark Genie
How is ZF damage massive ?
Isn't the DPS somewhere around 37 per target ?
Yes. 37 damage to each enemy adjacent to the ally that you cast the spell on. Basically what that means is that you are doing 37 damage to a specific area filled with enemies each second, non-stop. Plus balth's aura every 25 seconds adds another 24 or so damage per second.
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Old Jun 30, 2006, 10:07 PM // 22:07   #68
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That's really only half true... ZA is fire damage, not holy, so armor reduces its effectiveness, especially on Rangers.
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Old Jul 01, 2006, 01:45 AM // 01:45   #69
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Originally Posted by Kabale
I disagree with this completely. I instinctively make sure I stand close to someone when I see an assassin charging in on me, it's really quite simple. And if you do that, the rest of the assassin's chain is messed up anyway. I suggest you keep that in mind when facing them.
So the possibility that the assassin has that one skill is enough to make you stay right next to an ally the entire time?
And its also one of those skills with poor wording. If you read the description its unclair whether its one of your allies or one of your target's allies.

Quote:
Originally Posted by Lord Dark Genie
And that's bad because ?
Wtf are you talking about, IWAY can now strip your entire team's enchamtments in a few seconds with OoA. You're probably one of those r9's that IWAY'ed all your fame and dont want to see IWAY get nerfed. I dont see why anyone whos not an 100%-IWAYer would disagree that OoA needs a nerf
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Old Jul 01, 2006, 02:38 AM // 02:38   #70
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I hope that AoE doesnt get nerfed. Smite has come and gone already and I would hate to see it go again. It is fun to play every once in a while, and IMO it has curbed the rampant IWAY. IWAY is still around but I think that a lot of people switched over to dual smite instead. Smite is powerful and what not, however, it is not unbeatable and I hope that it doesn't disappear again.

Babs/RI nerf though. Thanks ANet.
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Old Jul 01, 2006, 03:26 AM // 03:26   #71
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Originally Posted by Synthetic
I hope that AoE doesnt get nerfed. Smite has come and gone already and I would hate to see it go again. It is fun to play every once in a while, and IMO it has curbed the rampant IWAY. IWAY is still around but I think that a lot of people switched over to dual smite instead. Smite is powerful and what not, however, it is not unbeatable and I hope that it doesn't disappear again.

Babs/RI nerf though. Thanks ANet.
AoE needs a nerf. It is just as run as SB spike, aka like 49% of guilds. Last season it was like:
49% SB spike
49% triple smite
2% other

AKA both of those need some sort of nerf. Not really major, but enough so that they aren't overused/overpowered.
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Old Jul 01, 2006, 12:04 PM // 12:04   #72
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Originally Posted by master_of_puppets
I dont see why anyone whos not an 100%-IWAYer would disagree that OoA needs a nerf
Because these people actually have a clue, and don't need approximatively 12352214 enchantments to survive against IWAY ?

Just because you lose to OoA IWAY doesn't mean it needs a nerf. It probably means that you need to play better.
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Old Jul 01, 2006, 04:01 PM // 16:01   #73
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Originally Posted by Lord Dark Genie
Because these people actually have a clue, and don't need approximatively 12352214 enchantments to survive against IWAY ?

Just because you lose to OoA IWAY doesn't mean it needs a nerf. It probably means that you need to play better.
You still havent given a viable reason as to why OoA shouldnt be nerfed.
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Old Jul 01, 2006, 08:30 PM // 20:30   #74
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Originally Posted by master_of_puppets
You still havent given a viable reason as to why OoA shouldnt be nerfed.
How about 25e, 2s cast, elite, and massive life sac for each enchantment removed?
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Old Jul 01, 2006, 08:38 PM // 20:38   #75
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How about 25e, 2s cast, elite, and massive life sac for each enchantment removed?
He still wants to keep it useful. You didn't need to go all-out on that one.
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Old Jul 01, 2006, 08:38 PM // 20:38   #76
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Quote:
Originally Posted by Lord Dark Genie
Because these people actually have a clue, and don't need approximatively 12352214 enchantments to survive against IWAY ?

Just because you lose to OoA IWAY doesn't mean it needs a nerf. It probably means that you need to play better.
Beating IWAY without enchantments is extremely hard. Almost all anti-IWAY measures require enchantments.

It is like saying that just because you lose to SB/RI spike doesn't mean that it needs a nerf, even though it obviously does.

Last edited by TheOneMephisto; Jul 01, 2006 at 08:41 PM // 20:41..
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Old Jul 01, 2006, 09:34 PM // 21:34   #77
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Originally Posted by neoflame
How about 25e, 2s cast, elite, and massive life sac for each enchantment removed?
The energy shouldnt even be a problem for the necro who has Soul Reaping. Not to mention that IWAY takes Energizing Winds now which makes it only cost like 10. That casting time isnt even that long compared to some other skills and plus OoA's range is huge so you can use it well out or range of any interrupters. Yeah just cause its elite it should single-handedly win the game for you? And the life sac is only for monk enchantments so you dont sac for removing non-monk enchants like attunements. The life sac isnt even that massive anyway 15-20%. You can heal yourself and call it so the other necro can heal you too. Oh and you forgot to mention that it has 0 second recharge.

Last edited by master_of_puppets; Jul 01, 2006 at 09:38 PM // 21:38..
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Old Jul 01, 2006, 10:34 PM // 22:34   #78
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Originally Posted by DieInBasra
He still wants to keep it useful. You didn't need to go all-out on that one.
I'm going to assume that you're being sarcastic as opposed to ignorant.
Quote:
Originally Posted by master_of_puppets
The energy shouldnt even be a problem for the necro who has Soul Reaping. Not to mention that IWAY takes Energizing Winds now which makes it only cost like 10.
Maybe kill the 60r level 6 Spirit of Energizing Winds?
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Yeah just cause its elite it should single-handedly win the game for you?
Except that it doesn't?
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And the life sac is only for monk enchantments so you dont sac for removing non-monk enchants like attunements.
That's the risk you take for running long-recharge enchants attunements.
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The life sac isnt even that massive anyway 15-20%.
Per monk enchantment...

At best maybe OoA could get a small recharge, ~15r at most, but nothing too insane.
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Old Jul 01, 2006, 10:34 PM // 22:34   #79
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OOA is fine.

Ward Against Foes, Ward Against Melee, and most importantly, Pre-kite, Kite. Yeah, not like almost every single non-gimmick build in HA can do all of those, hell even every single gimmick can do the last two... And it's not like only one IWAY war ever brings sprint... Oh wait, only one does bring sprint, nevermind...

Or you could interupt it, it's a 4 second cast under NR. Sure someone might have to overextend a bit to do so, but as has been stated... Only one IWAY war ever has a speed buff, so you don't have to worry that much...

There's no valid reason to nerf it because of IWAY. At all.
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Old Jul 01, 2006, 11:56 PM // 23:56   #80
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Actually I think that nowadays 2 or 3 IWAY warriors take the speed buff. The oath shot ranger seems to take care of the spirits. Yeah whatever you can kill the energizing winds but by the time you do the necro will have gotten off OoA anyway. The necro can still get it off even when EW is not up. Use Oath shot, get energizing up again.

Ward against foes and ward against melee are enough for your team to beat any IWAY group in any map?

How does OoA win the game for IWAY, you ask? Well, the monks get raped after being stripped off Aegis, Guardian, Healing Seed, Protective Spirit etc. I know you're probably gonna say they should run into wards where you consider them to be invincible but the warriors will just gank the warder, who'll probably have energy problems anyway with no attunements or anything.

Ok you might interrupt OoA. Well guess what it has no recharge the necro can just cast it again.

And the health sac doesnt do anything anyway. The necros can just heal themselves with heal area or whatever.

You people must really like IWAY to be defending OoA like this.
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