Skill changes are here

Tark Alkerk

Tark Alkerk

Krytan Explorer

Join Date: Dec 2005

In a Black Hole

less

E/

in my humble view,
they didn't buff ritulist enough,
come one sprit lihgt weapon?
abd genreal nerfed skills which weren't very poular in the first place.
divine sprit anyone?

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

Quote:
Originally Posted by death fuzzy
there is only one thing that bothers me.
They should have buffed Feast of Corruption, not nerfed it.
They made a hardly used skill into a bad to use skill.
yeah we need foc spike to turn into the next RI/SB fotm.... when the foc necro vid was released, foc spike was popular, until people started interrupting/removing hexes. an expel hexes mesmer > foc

trecca

trecca

Lion's Arch Merchant

Join Date: Jul 2005

Italy

Dark Evil Angels [DEA]

W/

And now, after the rockmolder, please fix this BUGGED unconditional weapons and the FFS

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

Actually i know one fix that never got caught if you knew how to do it. I have personally seen (sorry forgot to take screeny's before trade was canceled) a 40% enchanting axe still around. i forgot the guys name, but he still had 3 of them and they were untouched. before he downloaded the update, he remained in guild hall and gave them to someone to hold, downloaded the update, and kept his 3 axes.

Blackhawk

Wilds Pathfinder

Join Date: Jun 2006

N/

Oh no Imperial Supplymaster Kagno's gone

/saracasm

Oh and totally crap update BTW, but hey we got Storage Wooo Hoooo..*tumbleweed*.....GG A-Net

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Quote:
Originally Posted by MistressYichi
we tested a me/e for dodgeball. with a 20% enchanting staff wrapping ele attune still lasts for 36 seconds. so its only a 9 second downtime. which isnt that huge of a nerf. woo hoo for 9 seconds you cant spam orb/strike, you can still bflash and hold off for that 9 seconds and resume.
It's not a blatant change but it is a pretty big one. In the previous incarnation the attunements would overlap each other, which didn't just avoid downtime, it saved a good bit of energy as well. My experience with the character before and after the cooldown buff was that before he was good for 2-3 attunement cycles, after which your energy started to ride really low and your defenses started to break because of it. After they reduced the cooldown the attunements started overlapping and you didn't ever really run down the way you used to. Now that there's that downtime when you can't cast and need to ride your energy back up to re-attune, the build starts to wind down on energy again. Sure, it doesn't kill the build entirely, but losing that staying power is a far from trivial change.


Quote:
Originally Posted by MistressYichi
smiters have a lot less free energy, but the regen can make up for the 1 energy it costs.
Don't act like I said things that I didn't say. Pre-change smiters had roughly 3 pips of excess energy, between keeping Zealot's Fire up and occasionally needing to swap targets. Now smiters have one free pip - the standard Air smiting cycles chews up almost two pips spot on. You wind down from casting Balthazar's Aura on recharge, and any other energy expenditure adds up quickly. It's rough even running a Smite Hex or Hex Breaker on the new guys, let alone Draw Conditions or Aegis, or a Ward as is common. The character is still good, but the energy is really tight.


Quote:
Originally Posted by MistressYichi
the rangers losing blackout does suck but will still be run, just pop a couple points into dom = gg.
I really hope that you're right. Rangers have been a great utility character that don't see enough usage, but their attributes are really rough already and I hope this isn't going to break them. I feel that the 5 second Blackout is really important to the survival of a utility ranger in competitive GvG and I'm really unhappy that this nerf made it in.

Peace,
-CxE

nebuchanezzar

nebuchanezzar

Wilds Pathfinder

Join Date: Jun 2005

功夫之王

N/

Increased the inherent armor level on all unique (green text), promotional, crafted, and collector shields so that they behave the same way as other shields when the characters equipping them do not meet the necessary attribute requirement.

so what, now they all default to 8 def? or 3? or 5? Which other shields. As I understood it, golds had an AL range of 8-16 so they default to 8AL. Greens and collector shields however defaulted to 5AL like a starter shield I believe. And Im not 100% how it was with puples as they seemed to be at least half for energy bonus at least if you didnt meet the req vs. 3 for collector items.

So which is it? If I use Malinons Shield on my monk(no tactics) while Im enchanted(channeling ftw) I get -2(phys)damage and +45hp. What AL am I getting? 3, or 5, or 8?
Now I have to see if my Gingerbread shield is better with flat out 10AL vs everything.
This seems aimed at all the weapon swapping. I used shields on my monk for damage reduction to. Why take that away...isnt giving up energy for a shield enough. The same as a warrior swapping in a casters offhand isnt it?

Cacheelma

Cacheelma

Desert Nomad

Join Date: Jun 2005

The Ascalon Union

Me/Mo

Quote:
Originally Posted by Rent
Uh. Superior Absorption runes still don't stack.
You're giving the wammo a heart attack and you know it.

TheMadKingGeorge

Banned

Join Date: Dec 2005

None

Mo/W

A Few Skills That Didnt Need Nerfing Or Upgrading


Feast of Corruption: increased Energy cost to 15.----Didnt

Air of Enchantment: added a minimum 1 Energy cost; increased recharge time to 8 seconds.----Didnt

Broad Head Arrow: reduced recharge time to 15 seconds.----Didnt

Quivering Blade: increased Daze duration to 8 seconds..----Didnt

Illusionary Weaponry: reduced recharge time to 35 seconds..----Didnt-Iw Is Effective At Max And Recharges Just Intime For It To Be Reused

Signet of Disenchantment: reduced cast time to 1 second..----Didnt

Its A Signent It Should Take Longer To Cast


Bed of Coals: now deals damage only to non-moving foes.----Didnt
Gay Just Gay

snikerz

snikerz

Krytan Explorer

Join Date: Dec 2005

Rt/A

i think they should make blackout 7 seconds @ lvl16 dom, 1 second doesnt give me a window to cast something, ie. diversion.

even tho area of effect spells are useless in pve, bed of coals is by far the worst spell to use in pve, soon as u use this skill, the enemies run off, and u deal only like 1 second of dmg.

elavro

Ascalonian Squire

Join Date: Nov 2005

total equilibrium of telenet

R/Me

good update this is , really when I play my warrior in pvp and I see an ele, I run after him and the damage I deal is really amazing if you compare it to the damage the ele deals to me

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

Quote:
Originally Posted by Ensign
It's not a blatant change but it is a pretty big one. In the previous incarnation the attunements would overlap each other, which didn't just avoid downtime, it saved a good bit of energy as well. My experience with the character before and after the cooldown buff was that before he was good for 2-3 attunement cycles, after which your energy started to ride really low and your defenses started to break because of it. After they reduced the cooldown the attunements started overlapping and you didn't ever really run down the way you used to. Now that there's that downtime when you can't cast and need to ride your energy back up to re-attune, the build starts to wind down on energy again. Sure, it doesn't kill the build entirely, but losing that staying power is a far from trivial change.

agree completely. didnt mean to sound sarcastic with the first post.




Don't act like I said things that I didn't say. Pre-change smiters had roughly 3 pips of excess energy, between keeping Zealot's Fire up and occasionally needing to swap targets. Now smiters have one free pip - the standard Air smiting cycles chews up almost two pips spot on. You wind down from casting Balthazar's Aura on recharge, and any other energy expenditure adds up quickly. It's rough even running a Smite Hex or Hex Breaker on the new guys, let alone Draw Conditions or Aegis, or a Ward as is common. The character is still good, but the energy is really tight.

never acted or even mentioned things u didnt say. all im sayign is that the 1 energy cost can be made up for when holding out for morale before pushing, or when facing the other team turtling and youre holding back just a littleto see their reaction and tryig nto draw them out.


I really hope that you're right. Rangers have been a great utility character that don't see enough usage, but their attributes are really rough already and I hope this isn't going to break them. I feel that the 5 second Blackout is really important to the survival of a utility ranger in competitive GvG and I'm really unhappy that this nerf made it in.

we ran a blackout cripshot ranger in gvg tonight after the update, and the one point lost in wilderness and put into dom, basically made the ranger similar to what it used to be before the blackout nerf. its still a good utility char and is still a staple in a few builds we have.

Peace,
-CxE
highlighted in bold as was too lazy to break it down again.

MirageCloud

Academy Page

Join Date: Feb 2006

HoA

W/

i'm suprised, touch rangers go untouched O_^

Celios

Academy Page

Join Date: Aug 2005

Canada

Black Crescent [BC]

Quote:
Originally Posted by TheMadKingGeorge
Air of Enchantment: added a minimum 1 Energy cost; increased recharge time to 8 seconds.----Didnt
Are you kidding? Smite was turning into the next IWAY.

fb2000

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by samifly
Warriors were overpowered, eles underpowered. So i like the warrior update, except for the global/local part. Dont really get the hate for Me/E and FoC.
sorry, but if u claim warriors were overpowered.. its the class that is easiest to shutdown if u ask me... and now with these spanking hot updates... sorry, but......


other than that I think the update to air of ench is still welcome, itd mean u need a bit of more stat points for duration. it is still better than it was before

TheMadKingGeorge

Banned

Join Date: Dec 2005

None

Mo/W

they havnt nerfd iway so why touch a good build

TheMadKingGeorge

Banned

Join Date: Dec 2005

None

Mo/W

my duration was 9 seconds :P anyway warriors can be easilly shut down but why run a warrior shut down build in ha

fb2000

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by TheMadKingGeorge
my duration was 9 seconds :P anyway warriors can be easilly shut down but why run a warrior shut down build in ha
I can think of very few builds that have no warrior hatred/mitigation, be it blind, be it wards, chained aegis, etc.. also all casters have some evade/block skill last i saw

and since when is Guild wars = ha?

kinda weird comment, sorry

Kaguya

Desert Nomad

Join Date: Jan 2006

Moon

Mo/

Quote:
Originally Posted by TheMadKingGeorge
Illusionary Weaponry: reduced recharge time to 35 seconds..----Didnt-Iw Is Effective At Max And Recharges Just Intime For It To Be Reused
No. IW's duration is 30 seconds, with 20% enchant weapon it gets bumped to 36 seconds, leaving a short 4 second gap when IW wasn't active (with the old recharge of 40 seconds).

Silent Kitty

Silent Kitty

Desert Nomad

Join Date: Mar 2006

Netherlands

[TYW] "The Young World"

A/Me

Not much to say. I guess that all those people who thought this game was to easy, now finally got their ways.

As for me ............... I will just wait for improvements on the henchmen. Anything else doesn't concern me. I never used the Ascalong armour bug anyway.

I am glad the fire sentinels got nerved. I really hated these guys.

myword

Krytan Explorer

Join Date: Aug 2005

Korea

Quote:
Originally Posted by talon
wow.... people with 20% Rockmoulders just got boned to death
it's their own fault really :P especially since all the signs have pointed to ANet fixing imabalanced PvE items that have use in PvP.

HoD axe next!?

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

Overall I'm happy with the update although I do sympathize with those who got their items nerfed. The Sheild and dmg reduction nerf is a good way of buffing eles a bit and let's face it, warriors are now equally powerful as everything else as of today. (Poor mesmers courtly/virtuoso's armour was nerfed. IMHO that should have been nerfed either when it was discovered that the mod was global or never at all.)

Should have been nerfed:

Order of Apostasty: Don't do PvP anymore but the high end PvP-ers were complaining that their defenses against IWAY were rendered almost useless because of this skill. Its still an unfair skill and a Anerf's token of love to IWAY.

Vampiric Touch/Bite: I didn't think these were overpowered until i made like 200k from touching bosses to death in PvE. [<---insert flame here]

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Good update over all. I feel they could've done something about rits, but there was nothing in this update I really didn't like. I can see that people who've bought pre-nerf rockmolders might be a bit miffed though - what did they cost before this update? A million each?

I also like that I can finally recycle my knights boots and get myself a pair of nice glads instead.

Hmmm... I wonder if I have any IAS nolani wands in storage somewhere? They might be worth a few K now.

Retribution X

Retribution X

Desert Nomad

Join Date: Nov 2005

Check behind you again.

N/

Mmm... I'd hate to have Gaile's job today...

I really liked some of the buffs, But ABHORED the nerfs. Ele's were overpowered, (I LOVE playing my ele, that's how I know...) But now warriors are WAY underpowered. (ESP considering warriors in PvP hardly ever attack each other with a physical dmg weapon, which means that dmg reduction is pretty near useless...)

lazuli

lazuli

Academy Page

Join Date: Jan 2006

Permabanned

Mo/

Quote:
Originally Posted by Numa Pompilius
Hmmm... I wonder if I have any IAS nolani wands in storage somewhere? They might be worth a few K now.
The IAS stats on existing wands have been updated as well now, +5 energy, +25% vs charr only now. My warrior's off somewhere crying a bit, but my Elementalist is happy enough in PvE with Ele attune's buff.

Spura

Wilds Pathfinder

Join Date: Feb 2005

Quote:
Originally Posted by Retribution X
Ele's were overpowered, (I LOVE playing my ele, that's how I know...) But now warriors are WAY underpowered.
You have no idea what you are talking about. Warrior have highest DPS of all classes. Just FYI.

I liked the changes but I hated that they failed, AGAIN, to fix a lot of things. Like making any other elite than AoD good for primary assassin in pvp.

Edit: on the second thought, I don't see why shadow form needs to cost 10 and why shadow shroud doesn't prevent non targeted enchants. Now a boon prot will just cast boon and mantra and cop it off. Nice job ruining this elite.

markus_thom

Frost Gate Guardian

Join Date: Apr 2006

Australia(the land of lesser games)

neptunes grace

R/W

Quote:
Originally Posted by Seef II
It seems anet has been rather afraid to touch warriors. Last time, there was a bugfix (ViM bugfix rather trivial, same with Sig of Strength) and a rather inconsequential buff to an attack skill. (Standing Slash and Furious Axe).

So if you can't nerf the offense, you go for the defense.
Wwell I always thought that warrior should excell only at physical defence not magical, so I like the nerf but only that nerf.

Lord Dark Genie

Lion's Arch Merchant

Join Date: Feb 2006

Switzerland

W/

Quote:
Originally Posted by makosi
Should have been nerfed:

Order of Apostasty: Don't do PvP anymore but the high end PvP-ers were complaining that their defenses against IWAY were rendered almost useless because of this skill. Its still an unfair skill and a Anerf's token of love to IWAY.
Since when is HA high-end ?

Snowman

Snowman

Jungle Guide

Join Date: Apr 2005

Wales, UK

Devils Scorpions

W/E

Quote:
Originally Posted by samifly
Warriors were overpowered, eles underpowered. So i like the warrior update, except for the global/local part. Dont really get the hate for Me/E and FoC.
I would agree and Im a warrior!

As for the Global thing, I assume you mean knights stuff..

Personally I always thought that was pathetic anyway.. I mean, How the Fcuk can a pair of boots provide any kind of protection from damage received on the head or the arms?... or anywhere else for that matter?

Get real, the Knights armor is a fix, not a nerf.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

Quote:
Originally Posted by Lord Dark Genie
Since when is HA high-end ?
Sorry i meant "high-ranked" or "dedicated" HA-ers.

l Alucard l

Ascalonian Squire

Join Date: Aug 2005

New York

Quote:
Originally Posted by twicky_kid
Ok here some questionable nerfs:

FoC 15e now. Why? This was not over used, 20 second recharge, and has a conditional dmg, and adjacent range.

Rits didn't get anything to reduce their power.

Oath shot 25 recharge. That's a very small nerf but really where is this used outside of HA for blood spike. Oh well change to a rit lord spamming spirits no big deal there.

Divine spirit now only works on monk spells, not skills. Is that really needed. Why give a horrible skill even more reason to NOT use it?

Bed of coals can only hit non-moving targets. They just gimped this spell into the junk pile.

The Nolani Fire wand IAS was removed.

Rockmoulder was not changed to 10%. No more 20% out there now.

Last but no least the whiners have finally gotton their way. Knight/Ascalon armor is now a local -dmg and no longer global. You bitched and moaned and now you have your way. Sheilds, runes, and armor -dmg mods ONLY apply to physical dmg now. Happy?

Questionable buffes:

Siphon Speed duration was increased to 20 seconds max. This is already the best running skill in the game. Its very cheap, fast casting, and 5 recharge makes it the only running skill that can be used again before its duration runs out. Why did this need a buff?

Broad Headed Arrow now has a 15 second recharge. Here comes the apply poison + BA rangers. Boon prots are the only monks that can survive this type of onslaught. Draw Conditions just reduced to keep wars clean. Quivering blade also got increased to 8 dazed (that was never a drawback).

Mark of Rodgort is now a 30 second duration. Why not lower the casting cost so its acually usable. With the increase to hex removal like expel hexes, empathedic removal, and blessed light this skill still has no use. With its high cost only an ele can use it. Last time I checked ele's didn't have much in the way of cover hexes.

Burning Speed is now a .25 casting. The problem with this skill is not the casting but the duration. There isn't much difference between 33% and 42% faster running. Windbourne can be cast on anyone and armor of mist gives a hefty armor boost. Those options will not KILL you in the process.
What a worthwhile nerf i'd say.......

FoC - Why? Why not? FoC Spike was being abused to hell. Bloodspike was practically replaced by FoC. Increasing the energy to 15 will GREATLY hurt FoC.

Oath Shot - Wow didnt see this coming. I asume its the fact that they cut down halls matches to 4 mins they nerfed this. Blood spikes would be a pain to kick off altar if they spam right off the bat u know.

Nolani fire wand - omg.. the best wand in the game is now SHIT. Best adrenaline building wand.

Knight/Ascalon Reduction - Best nerf so far. Damage reduction is now local meaning IWAY warriors are alot easier to bring down (Not like they werent before ). Anyway my warrior isnt too happy about this one.

The shield nerf is also a blow to IWAY. I'd say it is going to be a crap load easier to spike down iway.

Bed of coals - ? shit skill to begin with

Air of enchantment - NOOOOOOOOOO. NOOO MORE TRIPLE SMITE ya right, this nerf isnt even worth it. Smite is still doable.

Pros-

Broad head arrow

What i expected...

OoA Nerf - Something like increase recharge to 12 minutes increase casting time to 60 seconds. Energy cost 4 million. When cast every warrior on ur team dies.

Rit Lord - I really thought this would get a nerf. I expected something like a cast time maybe 1-2 seconds. At least make it interuptable. meh no biggie

Playing HA alot i think this nerf actually helped me (my guild atleast). IWAY is more vulnerable to spike but the smite nerf will push us out of triple smite im guessing (but hoping not).

o ya and FC air spike R.I.P

Taurucis

Jungle Guide

Join Date: Jul 2006

The edge of reason

I don't play any more.

W/E

Quote:
Bed of Coals: now deals damage only to non-moving foes.
If this spell could affect people on your own team, the amount of AFK'ers would drop considerably

My brother's going to go crazy once he sees this update. A couple days ago he was telling me how Elemental Attunement should be Energy Storage. He's got his wish. He loves to play IW mesmer, and IW got buffed.

Overall, I'm happy with these updates. They look good to me. Except for Blackout, no more watching Touchers wanding me to death while their touch skills are out

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

Still no adjustment on order of apostasy?

Is it me or did they also buff the other enchant removal skills? (Chillblains, Signet of Disenchantment). A little bit of enchanment hate goin on >.>;;

Im a bit..."blah" to this update. Other than the blackout nerf, nothing really bothers/interests me enough :/

TheMadKingGeorge

Banned

Join Date: Dec 2005

None

Mo/W

Quote:
Originally Posted by l Alucard l

FoC - Why? Why not? FoC Spike was being abused to hell. Bloodspike was practically replaced by FoC. Increasing the energy to 15 will GREATLY hurt FoC.


WTF FoC Not Abused FoC Takes Skill Its NoT our Fault You DOnt Remove Hexes Or Relise We Casting Hexs For Our Foc Spike / Des Defile Enchants

20 second recharge and 10 enrgy was right 15 enrgy is a joke.

anyway what ever happend to soul barbs spike

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by lyra_song
Im a bit..."blah" to this update. Other than the blackout nerf, nothing really bothers/interests me enough :/
Yea, that's the one that got me too. It wasn't needed, and it limits the utility of the ranger.

azuresun

Frost Gate Guardian

Join Date: Feb 2006

WV, USA

Spirit of Elisha [SOE]

Me/

Quote:
Originally Posted by IIIPowerIII
This is simply stupid to nerf the rockmolder... Then they'll need to fix those 15%always with no neg weapon... And change all those HoD item to new one ect... There was no need to kill an item that had a value of 70-80k...
QFT!

If they are going to do things like this, then they need to apply the same standards to everything.

And still no buff to Earthshaker.

Bed of Coals is now trash.

However, I do like the changes in the armor and shields and the renaming of the Ascalon Bows.

Y.T.

Y.T.

Jungle Guide

Join Date: Sep 2005

Mo/

Quote:
Originally Posted by Rent
Uh. Superior Absorption runes still don't stack.
well i'm not sure but it sais nothing about stackin/non-staking now.....

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

I absolutely agree with the concept of retroactively fixing all of the other "nerfed" items out there, since the 20/20 Rockmolder has now been removed and the old Rankor shields have been converted to the recent model.

The HoD axe, the HoD bow, the unconditional damage weapons, the 15% FFS...your time is coming. If you ultra rich hold these, I would seriously consider cutting your losses while the time is ripe.

TadaceAce

Wilds Pathfinder

Join Date: Jul 2005

The way I see it, this update was stupid. Couple of reasons.

1. Now I have to buy an entire new set of armor for warrior.

2. They further nerfed (not in a big way) the already in need of a buff ele.

3. They nerfed AoE, SB/RI, and FC air, yes all FoTM where are the iway and toucher nerfs?

3. They buffed, yes thats right buffed warriors. The absorbtion nerf doesn't mean jack. Even before this update at least 75% of damage was physical, now with the nerf of AoE and FC air even more of it will be physical. But now every warrior is going to be running W/N with quivering blade and plague touch. Its not as if the daze isn't incredibly easy for a sword warrior to cover and piss off a monk while doing insane damage. (frenzy equates for about a 1 second attack speed). So even a prot boon has a 50%+ chance of having RoF interupted, guardian is just out of the question. Oh don't forget they buffed standing slash too... which... while using frenzy is ftw.

Horrible update.

capitalist

capitalist

Furnace Stoker

Join Date: Jun 2005

Quote:
Originally Posted by MistressYichi
Actually i know one fix that never got caught if you knew how to do it. I have personally seen (sorry forgot to take screeny's before trade was canceled) a 40% enchanting axe still around. i forgot the guys name, but he still had 3 of them and they were untouched. before he downloaded the update, he remained in guild hall and gave them to someone to hold, downloaded the update, and kept his 3 axes.
Correct me if I am wrong, but I think you are on a different server after an update.

Person w/o update can not trade with Person w/ update, and visaversa.