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Old Jul 21, 2007, 01:26 PM // 13:26   #81
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Quote:
Originally Posted by Chthon
OK, Round 2:

MONK
  • Cure Hex
    Since it's in the healing prayers line, this one might see some play. That's a pretty big heal, and the cast/recharge/cost aren't out of line compared to other hex removal.
  • Spotless Mind
    If it removes the first hex on cast, and then every 5 sec thereafter, great skill. If you have to wait 5 sec for the first removal, not so good...
  • Spotless Soul
    Pretty much the same deal.
I agree. All of one potentially useful monk skills. Three possibly, depending on how the Spotless skills work. Sigh.
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Old Jul 21, 2007, 03:03 PM // 15:03   #82
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seems alot of these skills are situational(why anet why no new minion)
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Old Jul 21, 2007, 03:22 PM // 15:22   #83
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http://wiki.guildwars.com/wiki/Steadfast_Soul

please, change the target of this skill from "target other ally" to "target ally".
this skill maybe very effective for monks itselfs against knock-downers
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Old Jul 21, 2007, 03:45 PM // 15:45   #84
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Quote:
Originally Posted by Racthoh
I think Ghostly Weapon, Zealot's Fire, and Wielder's Zeal will be lots of fun. Who doesn't love near-free AoE damage?



I see a hammer warrior about to Hammer Bash me, Smoke Powder blinds him long enough to prevent Crushing Blow. Oh, and the axe warrior that was charging in too just missed on his Eviscerate because he was blind as well. Good luck building that adrenaline up before Smoke Powder recharges when you're attacking through miss hexes, snares, and blocks as well.

An assassin just Shadow Prisoned me... Smoke Powder triggered on his Black Lotus Strike so his Horns of the Ox just missed.



Because skills that have instant activations and can be switched on even when you're KDed are... bad?
I guess I might have underrated Smoke Powder. But consider it relies on the same mechanic as Riposte (Deadly riposte is 0 activation also but isn't a stance) but doesn't count melee only, so you potentially blind nothing while not in adjacent range. Wands/staves/bows count as being struck as well. Since it is a stance, it gets killed by things like Wild Throw (which isn't in the adjacent range), and you cannot stack it with things like IAS stances, Dash, Dark Escape, and Shadow Walk.

The only saving grace really is being able to use it while knocked down or running around.
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Old Jul 21, 2007, 04:29 PM // 16:29   #85
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Quote:
Originally Posted by -Loki-
Read carefully. Savage Shot gets the bonus damage for hitting a spell, disrupting shot gets it for hitting a skill.
Hoorah for the reading comprehension! You get a +1.

On a more serious note, as a main monk who's usually on prot, nothing really strikes me with the same WOW as some of the other skills.. like, say, that necro one that drops your primary attribute to 0.

The Healing Ribbon is pretty nice, and I like the buff the smiting line received.. but, eh.. ;P

Cure Hex, too. My prot baby is left sad and alone, though.
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Old Jul 21, 2007, 04:44 PM // 16:44   #86
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signet of recall could actually be usefull....for warriors. And nobody else.
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Old Jul 21, 2007, 04:50 PM // 16:50   #87
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The other HUGE difference between Disrupting and Savage is that Savage is on a 5 sec recharge and Disrupting is on a 12 second one.

I wonder how it is that ANet forgot how useless Savage Shot was when it was first introduced as a 10 second recharge...

Disrupting < Savage easily

In fact, none of the ranger skills look that great.

There must be some serious ranger hate over a ANet, Rangers got screwed when it came to both the Sunspear and Kurz/Lux skills.
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Old Jul 21, 2007, 05:05 PM // 17:05   #88
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I'll keep to the monk stuff, cause that's what I know.

Quote:
Cure Hex: 5e 1c 12r
Spell. Remove one Hex from target ally. If a Hex was removed, that ally is healed for 30...102...120 Health.
152 heal and a hex removal with good divine favor. It's dependent on the removal, but in pve you just need to know the area, and pvp tends to have a few hexes, I hear.

Quote:
Smite Condition: 5e 1c 7r
Spell. Remove one Condition from target ally. If a Condition was removed, foes in the area take 10...50...60 damage.
Always happy to get another smite. Since hellhounds and some minions(and there's always death nova poisoning) like to cause bleeding, there tends to be a condition around when you're smiting. If not, its 60 unconditional damage around your tank.

Quote:
Patient Spirit: 5e 1/4c 3r
Enchantment Spell. For 3 seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 15...67...80 Health.
Fodder for Dwayna's kiss, and I can't think of a good use of the delayed heal unless you've got some trick up your sleeve I don't know yet.
Quote:
Healing Ribbon 10e 1c 5r
Spell. Target other ally is healed for 20...92...110 Health. Up to 2 additional allies near target ally are healed for 10...82...100 Health.
As someone already said, it all depends on how often you're going to have those allies within near range. Might be useful in a back line, but you're backline shouldn't be taking damage, or sitting still if they are.
Quote:
Steadfast Soul: 5e 1/4c 20r
Enchantment Spell. For 5...17...20 seconds, target other ally cannot be knocked down.
Slightly longer anti-knockdown than Pendulum, also without the additional knockdown of the foe.

Quote:
Spotless Mind: 5e 1/4c 12r
Enchantment Spell. For 1...12...15 seconds, target other ally loses a Hex every 5 seconds.
Spotless Soul: 5e 1/4c 12r
Enchantment Spell. For 1...12...15 seconds, target other ally loses a Condition every 3 seconds.
These are obviously similar. Good if you like 'cast and forget' spells or want hex removal while you move on to more pressing matters. Also, if you're ally is a hex magnet that gets hexed every time you remove one, save yourself some grief. Obvious weakness is enchant removal.

Quote:
Smiter's Boon: 5e 1/4c 10r
Enchantment Spell. For 30 seconds, your Smiting Prayers have double the Divine Favor bonus.
Good for those spells like SoJ, Zealots Fire, Smite hex, or other ally targeted smiting prayers. As someone mentioned, there aren't many of these. Perhaps the rest of the skill list will shed light on some uses of this. Still happy to get another smite.Smiter's boon will come in handy using Ray of Judgement because the healing bypasses the shutdown.
Quote:

Castigation Signet:1c 20r
Signet. Target foe takes 10...50...60 holy damage. If that foe was attacking, you gain 1...8...10 Energy.
Energy management for smiters FTW. THANK YOU ANET. Not as powerful as other lines, but its conditional gain that will nicely back up whatever e-management you usually use.

Quote:
Purifying Veil: -1 5e 1c 6r
Enchantment Spell. While you maintain this Enchantment, Conditions expire 5...41...50% faster on target ally. When this Enchantment ends, one Condition is removed from that ally.
Kills conditions faster, and a free condition removal. Might be good if you like playing Martyr. I'd have to run this skill to see its best areas of use, though.(read less obvious uses)

Quote:
Holy Spear 4adr
Attack. If this attack hits, you deal +5...17...20 damage. If it hits a summoned creature, all nearby foes take 15...75...90 holy damage, and are set on fire for 3 seconds.
This is a new paragon skill, now look at good old RoJ
Quote:
Ray of Judgement: 15e 1c 30r
Elite Spell. All your skills except Smiting Prayers are disabled for 10 seconds. Target foe and adjacent foes take 30...90 holy damage. Animated undead struck by Ray of Judgment are set on fire for 3...8 seconds.
This annoyed me at first, as its nearly identical at first glance. But since its limited to summoned creatures, Holy spear is only on par versus minions, as opposed to all undead. It was a very well done, sneaky way of giving PVP paragons a boost without messing with Pve Monk Smite territory. You don't run into very many summoned undead in pve, so that's the balance which matches the 10 second disable. Definitely had me ticked until I noticed.

Also, for those complaining that Warriors, Rangers, whomever had skills effecting Cracked armor, but couldn't inflict it...it's called teamwork. I know that's not always present, but I noticed a lot of things in these skills which promoted Synergy. The first was the fact that some could inflict Cracked Armor, and other classes could benefit. The second was some of the interactions between skills, such as Earthen Shackles requiring burning. You can either dual line, or someone can bring incendiary skills. Quite a few of the skills were dual line/cross line dependent. I really liked that they did that.

But that's just my two cents

Last edited by Sli Ander; Jul 21, 2007 at 05:14 PM // 17:14.. Reason: Just to try and make it easier on the eyes...
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Old Jul 21, 2007, 05:28 PM // 17:28   #89
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I love the utility nature of the skills.
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Old Jul 21, 2007, 07:19 PM // 19:19   #90
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Only one new Fire Skill....
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Old Jul 21, 2007, 07:25 PM // 19:25   #91
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I'm liking a lot of the new skills, but some I feel need changing.

I want to see Waste Not Want Not put into Fast-Casting. It will get nerfed due to abuse from secondaries. I also want to see e-management in Fast Casting so even Mesmers aren't forced into inspiration (for once...)

http://wiki.guildwars.com/wiki/Wandering_Eye
This is looking good for PvE mesmers =)

http://wiki.guildwars.com/wiki/Inspirational_Speech
This looks scary. It's like allowing an adrenal spike with no build up. Scary. A warrior using grapple and then I Meant to Do That!, and then a para using this would allow the warrior to get off his hammer attacks as soon as he got up...

http://wiki.guildwars.com/wiki/Energetic_Was_Lee_Sa
I'm not alllll too impressed with this skill. It gains a net 8 energy after it's duration is up (assuming it lasts the 15 seconds). 8 energy every 30 seconds just isn't that impressive O.o

I'm excited for Agony + Summon Spirits + Sig of Creation though =)
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Old Jul 21, 2007, 07:28 PM // 19:28   #92
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Quote:
Originally Posted by thedeadwalk!
I love the utility nature of the skills.
Seconded, less gamebreaking stuff like with nightfall, and more skills that might actually add more options to the meta .
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Old Jul 21, 2007, 10:44 PM // 22:44   #93
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http://wiki.guildwars.com/wiki/Smite_Condition

Reduce slightly recharge (like to 5s) and damage to make it slightly spammable.

http://wiki.guildwars.com/wiki/Weapon_of_Aggression

Looks fun

http://wiki.guildwars.com/wiki/Pious_Fury

Builds that don't use enchantments will no doubt abuse this.

Last edited by Guardian of the Light; Jul 22, 2007 at 04:55 AM // 04:55..
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Old Jul 21, 2007, 11:13 PM // 23:13   #94
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Putrid Bile

Hex Spell. For 5...17...20 seconds, target foe suffers -1...3...3 Health degeneration. If that foe dies while under the effects of this Hex, all nearby foes take 25...73...85 damage.

ive always wanted a death nova i could cast on foes <3
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Old Jul 21, 2007, 11:46 PM // 23:46   #95
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very disapointed with most assassin's skills... please take the energy gain skills out... those will never see any use...
vampiric assault looks cool but since it's life steal it won't do as much dmg as normal dual atks, plus, you'll have to invest alot in deadly arts. A sugestion is to make it a dual atk that must follow an offhand but still lets you use another dual atk, now that would be awesome and break the regular offhand>dual>offhand>dual.
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Old Jul 22, 2007, 12:34 AM // 00:34   #96
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Quote:
Originally Posted by Cloud5646
very disapointed with most assassin's skills... please take the energy gain skills out... those will never see any use...
vampiric assault looks cool but since it's life steal it won't do as much dmg as normal dual atks, plus, you'll have to invest alot in deadly arts. A sugestion is to make it a dual atk that must follow an offhand but still lets you use another dual atk, now that would be awesome and break the regular offhand>dual>offhand>dual.
Joke post ? ( failure in bold )
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Old Jul 22, 2007, 01:27 AM // 01:27   #97
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Quote:
Originally Posted by Cloud5646
very disapointed with most assassin's skills... please take the energy gain skills out... those will never see any use...
vampiric assault looks cool but since it's life steal it won't do as much dmg as normal dual atks, plus, you'll have to invest alot in deadly arts. A sugestion is to make it a dual atk that must follow an offhand but still lets you use another dual atk, now that would be awesome and break the regular offhand>dual>offhand>dual.
Why do you say it'll do LESS damage as life steal? At the current levels the damage is as high as Death Blossom (the higest damage Dual besides BoS). Life steal will also ignore Armor making it generally MORE effective than many Duals. The real weakness it has is its very narrow, irs good for damage on 1 target , but DB has the fast recharge (Spammable) and aoe, TF has Bleed and Deep Wound, Etc... Vamp otoh is a single target killshot possibly dealing +80 armor ignoring damage but offering little additional functionality (Besides a small heal).
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Old Jul 22, 2007, 02:03 AM // 02:03   #98
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So basically cracked armor only affects paragons and warriors in terms of pvp, how gimp! >_<
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Old Jul 22, 2007, 02:10 AM // 02:10   #99
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Quote:
Originally Posted by DeathShadowX
So basically cracked armor only affects paragons and warriors in terms of pvp, how gimp! >_<
No, anyone who has above 60 armor, like dervishes and assassins, or earth eles.
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Old Jul 22, 2007, 02:22 AM // 02:22   #100
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I'm wondering if Cracked Armor is going to make +30 fortitude mods more attractive than +5 armor on the average...
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