New update!!!

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K
KuTeBaka
Wilds Pathfinder
#1
Quote:
Elementalist

* Meteor: Lowered Energy cost to 5

* Fireball: Lowered Energy cost to 10 and recharge time to 7 seconds

* Chain Lightning: Increased cast time to 3 seconds; decreased damage to 10..85; changed recharge to 10 seconds; lowered maximum distance between targets

* Glyph of Sacrifice: Reduced recharge penalty on next spell to 90 seconds

* Mark of Rodgort: Reduced cast time to 1 second; increased duration of burning effect to 1..4 seconds

Mesmer

* Cry of Frustration: Lowered casting time to .25 second

* Mantra of Earth: Lowered Energy cost to 10

* Mantra of Flame: Lowered Energy cost to 10

* Mantra of Lightning: Lowered Energy cost to 10

* Mantra of Frost: Lowered Energy cost to 10

* Mantra of Recall: Lowered Energy cost to 10; lowered the amount of Energy you gain back to 3..28

* Signet of Humility: Changed the related attribute to Inspiration Magic; changed duration of effect to scale from 1..16 seconds based on rank in Inspiration Magic

* Shatter Hex: Reduced AOE to "nearby foes"; reduced damage to 30..120

* Hex Breaker: Reduced duration to 15..90 seconds

* Panic: Increased duration to 10..25 seconds; Increased AOE to "nearby foes"

Monk

* Healing Seed: Lowered Energy cost to 10; Decreased duration to 10 seconds

* Scourge Sacrifice: Now affects all adjacent targets

* Restore Condition: Lowered Energy to 5; reduced the amount healed to 10..70

* Healing Hands: Increased the amount healed to 5..30

* Draw Conditions: Added 1 second recharge time

* Divine Boon: Added 1 second recharge time

* Protective Bond: Energy lost per hit increased to 6..3

* Aegis: Now only affects party members

Necromancer

* Putrid Explosion: Increased recharge time to 5 seconds

* Consume Corpse: Decreased casting time to 1 second; increased Energy gained to 5..20

* Blood Renewal: Increased Health regeneration to 3..6

* Plague Signet: Decreased recharge time to 10 seconds

* Deathly Chill: Increased secondary damage to 5..50

* Dark Bond: Now affects all damage types, not just physical

* Barbed Signet: Reduced recharge time to 20 seconds

* Well of Suffering: Increased duration to 10..30 seconds; increased Health degeneration to 1..6

* Grenth's Balance: Reduced recharge time to 15 seconds

* Spinal Shivers: Increased duration to 10..40 seconds

Ranger

* Pets: Increased pets' run speed by 20%; increased pets' armor to 80 at level 20

* Crippling Shot: Decreased recharge time to 1 second; decreased duration of Cripple to 8 seconds

* Distracting Shot: Decreased attack time from .75 to .5 seconds

* Punishing Shot: Decreased attack time from .75 to .5 seconds; increased recharge time to 8 seconds

* Concussion Shot: Decreased attack time from .75 to .5 seconds

* Nature's Renewal: Modified to no longer remove all Hexes and Enchantments when cast; now doubles the Energy degeneration for maintained Enchantments

* Fertile Season: Reduced duration to 15..45 seconds

* Quickening Zephyr: Increased Energy cost to 25; reduced duration to 15..45 seconds

* All Spirits: The effects of Spirits no longer work on other Spirits (example: Fertile Season no longer adds Health and armor to other Spirits); also, when a Spirit is cast, it kills all other allied Spirits of the same type within its range

Warrior

* Dwarven Battle Stance: Increased duration to 5..11 seconds

* "I Will Survive!": Decreased recharge time to 30 seconds

* "I Will Avenge You!": Increased AOE to anywhere within your radar

All Skills

* Skills with a recharge time can no longer be reduced to 0 (example: if a spell has 1 second recharge time and you have both Quickening Zephyr and Serpent's Quickness active, the length of the recharge time will not drop below 1 second)

Note: All skill ranges are for Attribute Level 0 through 15. For example, "Fertile Season: reduced duration to 15..45 seconds" would indicate that with 0 Attribute points, the duration would be 15 seconds, and with 15 Attribute points, the duration would be 45 seconds.

Other Changes

* Improved Guild-versus-Guild matchmaking so that high-rated guilds are matched more quickly.

* Fixed spawns near closed doors in Underworld.

* Added two Resurrection Shrines in The Crag and improved respawning location so that the party respawns together at the nearest friendly shrine.

* Decreased match duration for The Crag to three minutes.

* Killing a pet in PvP no longer rewards Faction.


PvP Extreme Weekend Changes

The following faction rewards will be in effect during the Guild Wars PvP Extreme Weekend from 12:01 AM PDT on August 26th until 11:59 PM PDT on August 28th.

Arenas

* Unique Kill: 20 in Team/Competition, 10 in Shiverpeaks, 5 in Ascalon

* Victory: 25 in Team/Competition, 10 in Shiverpeaks, 5 in Ascalon

* Bonus for Five Consecutive Victories: 25 in Team/Competition, 10 in Shiverpeaks, 5 in Ascalon

* Bonus for Flawless Victory: 25 in Team/Competition, 10 in Shiverpeaks, 5 in Ascalon

Tournament

* Unique Kill: 20

* Victory: 100 in early missions, 200 in later missions, 400 in Hall of Heroes

* Bonus for Flawless Victory: 100 (same across all missions)

Guild Battles

* Unique Kill: 20

* Victory: 500 - 2000 depending on your guild rating (500 at rating 1000, 2000 at rating 1600)

* Bonus for Flawless Victory: 100 - 400 depending on your guild rating (100 at rating 1000, 400 at rating 1600)
ps, did you know that quotes dont count for the 5 character needed for a post?
Lasareth
Lasareth
Aquarius
#2
Prot bond got owned.
Red Locust
Red Locust
Site Contributor
#3
As are solo monks...
Lasareth
Lasareth
Aquarius
#4
ROFL. for a good time, listen to the monks in Temple D1.
K
KuTeBaka
Wilds Pathfinder
#5
wow, almost all skills are rebalanced. nice one anet!
Calibretto_9
Calibretto_9
Frost Gate Guardian
#6
Wowsa, some cool changes in my opinion.
Sagius Truthbarron
Sagius Truthbarron
Desert Nomad
#7
I just played the lava map. You now spawn on the opposit side of the camping enemy.
o
ocoini
Frost Gate Guardian
#8
Quote:
Originally Posted by Moltov joss
Well my friend Spirit spam is offically dead.
yay,I might try some PVP again now..
M
Moltov joss
Lion's Arch Merchant
#9
Quote:
Originally Posted by Calibretto_9
Wowsa, some cool changes in my opinion.

Some are very well done. However they went too overboard with others. Killing this game for me.
I
INP
Ascalonian Squire
#10
I hate arena net
A
Axle_Fieshe
Banned
#11
this'll stop a lot of complaining now
M
Mugon M. Musashi
Lion's Arch Merchant
#12
so they decided to take the pretext of pvp balance in order to nerf proterctive bond
when we all know protective bond doesn't do much in pvp...
Lasareth
Lasareth
Aquarius
#13
Fire seems to have been powered up.... everything else untouched. Not a good change imo as far as eles go. Instead of changing fire the others should have been buffed in some way.

Healing hands will totally replace healing seed now... it's better in almost every way.. (xpt for being an elite slot I guess)

No idea why the f they reduced spirit duration. That's not really too smart..

Other than that most of the changes are new if not good or bad
S
Sinbios
Ascalonian Squire
#14
I don't get why they're so desperate to get rid of the solo farming monk. How /else/ do they expect people to come up with the horrendous amounts of ecto and shards they set to get fissure armour?
M
Mystical
Lion's Arch Merchant
#15
Well it was fun with my invici-monk. For some reason I had a hunch they're change Protective Bond to the lowest you loose is 3. Time to change over to Elementalist secondary.

On a positive note, you'll be seeing alot more monks at the Fire Isles.
TideSwayer
TideSwayer
Wilds Pathfinder
#16
WTS: -50 Focus item. 5g. ***CLEARANCE***


o
ocoini
Frost Gate Guardian
#17
I wish they lowerd energy cost for water elementalists !
M
Moltov joss
Lion's Arch Merchant
#18
Sorry for the mutiple posts but I have one more thing to say.

It seems to me that when players become adapt in a certain respect, BOOM nerf. Why nerf putrid explosion its not even close to a broken skill dont fix it FFS!!! Bastards!!!
Sorry but this has become a game of increasing dev nerf not "skill".
I understand the nature of some of the nerfs and agree totally in some cases.

However why would the elementalist skill Meteor need to be 5 energy when eles have such huge mana pools in the first place. WOW that is really busting the bank paying 10 energy for that spell. DUDE WTF!!!!
V
Vermilion Okeanos
Forge Runner
#19
quickening zeph- wow... I think most team would want to kill that thing... big time. The only survivor going to be ranger with really high expertise and ele with ele attune + regular attune.

I can see it now... every team will have either QZ or EW, to either screw another team up... or save their own behinde... then try to kill the other spirit.

WAIT... on 2nd thought... think that is a typo? maybe it is 25% more instead of the old 30% more?? I would actually prefer it 25... but that sounds kind of... overpower?
Savio
Savio
Teenager with attitude
#20
Quote:
Originally Posted by ocoini
yay,I might try some PVP again now..
I second that motion!

Hmmm, warrior updates...Dwarven Battle Stance?

On an unrelated note to PvP updates, they fixed that nagging doors thing with UW.