How do they fix dervish?

TadaceAce

Wilds Pathfinder

Join Date: Jul 2005

Hrmm heres what I think they're gonna do.

1. Mysticism won't heal, only energy.
2. Balt rage is gettin shafted up to 15 energy or 20 recharge.
3. Mysticism only works if enchants expire not end (bye bye CoP)

Oh and heres an interesting question.... are dervish AE enchants / regular scythe attacks gonna make pve guys scatter like firestorm... imagine how hated dervish would be in pve.

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Pretty sure it'd cause AoE Scatter.

But yea some of the better Enchants will get the chopping block. Not sure they'd change the attribute though.

Jerich

Ascalonian Squire

Join Date: Jan 2006

The Mighty Few

Mo/Me

I think all they really need to do is up the delay on the AOE spells from 5 or 8 seconds to 15 or 20. The dervs would still do spike damage, but then they would have to sit there for 15-20 seconds and do nothing.

- Jerich

Elena

Elena

Desert Nomad

Join Date: May 2005

Belgium

making the scythes cause monsters too run is like THE worst idea i ever heard in my gw life might as well make monsters run when theyre low on health!

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Quote:
Originally Posted by Elena
making the scythes cause monsters too run is like THE worst idea i ever heard in my gw life might as well make monsters run when theyre low on health!
I think he meant more along the lines of all the overpowered AoE enchants the Dervish uses. They'd pwn so hard in PvE in their current form there'd be NO REASON AT ALL for a PUG to use anything but Dervishes and Monks in the groups..

The Scythe Attacks aren't a real biggie, he probably just added that part of the sentence in on an after thought.

Midnight08

Frost Gate Guardian

Join Date: May 2006

Cantha. DE

Xen of Onslaught (Alliance of Xen-AX)

A/

2-3 second cast time on most enchants and theyre done.... would remove the spike effect and slow down cast/remove strats... done deal

WhiteZombie

WhiteZombie

Frost Gate Guardian

Join Date: Feb 2006

the problem is with all the spamming. dervish can keep powerful enchants up forever and a day even if they strip them off themselves,not because of mysticism primarily, but at the frequency of which the spells can be cast with little or no "downtime" to the dervish. there are barely openings, except when you diversion them (or desecrate/FoC spike them when not under a PS or similar). they should have natural "openings" much like the necromancer summoners now have "openings" where their minions will degen and you cant stop it anymore. as such...

-nerf signet of piety. dont make it insta-recast, make it recharge a % faster, linked to the attribute. lower the inate recharge if you do this to make the skill still viable. this way, even if you have say a ~3 second recharge signet of piety, you can still diversion it. as it stands, you cant disable it at all.
-nerf vital boon. make it have to run its course to add the heal condition, or halve the heal condition (dervishes have enough "when it ends youre healed for 50bajillion+mysticism!" anyway). as it stands, vital boon is a FAR superior version of faithful intervention, so much so faithful intervention is painfully useless compared to it (as long as enchant stacking has no 'downtime' at least).
-pump up the recharge on all the AoE enchants. 15-20 seconds at least.

just some food for thought

samifly

samifly

Wilds Pathfinder

Join Date: Dec 2005

Girl Power [GP]

Mo/Me

A dervish right now could own most pve mobs solo...

Paperfly

Paperfly

Krytan Explorer

Join Date: Jun 2006

Note that for the class to be workable in PVE (which is problematic when you're a class that depends on enchanting) adding to the recharge times accross the board would be a bad idea.

Honestly, I think the best solution would simply be to cut down on their damage capacity a bit. Mysticism needs some tweaking too, but I have no idea how to do so without sinking the class to unplayability.

Quid Pro Quo

Quid Pro Quo

Wilds Pathfinder

Join Date: Jul 2005

I don't think they would do any better or worse in PvE then a wammo. They would just shine better in different areas.

Minus Sign

Minus Sign

Jungle Guide

Join Date: Feb 2006

Mo/N

There is (very sadly) a simple solution to the Dervish CoP Bomber. Since most of the "exploit" builds I've seen revolve around using CoP for Emanager, spam and healing...they nerf CoP. Again. Saying this pisses me off, since it also has the potential to nerf my favored build-->boonprot. The reason I put it out there is in hopes of controlling how they nerf it.

Instead of further tearing the skill down, make it more monk specialized. Instead of removing all enchantments, they can make CoP remove 1 enchant at zero DF, up to a max of--say--8 at 16.

D/Mo skills do need a little tweeking anyway though. Particualrly those that deal Holy Damage. They're--quite frankly--vicious.

Karmaniac

Karmaniac

Lion's Arch Merchant

Join Date: Feb 2006

Quote:
Originally Posted by Paperfly
Note that for the class to be workable in PVE (which is problematic when you're a class that depends on enchanting) adding to the recharge times accross the board would be a bad idea.
Somehow I can recall a similar tragedy happening in the near past.

Ah mae be but a simple guy from teh country and Ah don't know nothing of this "gaem balanse".... IMO there's nothing wrong with the skills except that they atm are dirt cheap, recharge almost immediately and are ridiculously powerful. Otherwise they are fine as they are.

Saix The Spartan

Saix The Spartan

Frost Gate Guardian

Join Date: May 2006

A/

Quote:
Originally Posted by Midnight08
2-3 second cast time on most enchants and theyre done.... would remove the spike effect and slow down cast/remove strats... done deal
Then they would be the most useless class ever made..

Lambentviper

Lambentviper

Banned

Join Date: Nov 2005

Noobs Just Took Halls [WTF]

Mo/E

Quote:
Originally Posted by Midnight08
2-3 second cast time on most enchants and theyre done.... would remove the spike effect and slow down cast/remove strats... done deal
no no, this is fixing the dervish, not dis-ableing them from doing anything at all.

IF ANet did that, what WOULD the dervish be able to accomplish? just get rid of the whole eart hand wind prayer attributes if your gonna take that route

zakaria

zakaria

Lion's Arch Merchant

Join Date: Jan 2006

Quote:
Originally Posted by TadaceAce
2. Balt rage is gettin shafted up to 15 energy or 20 recharge.
you know that dervish has 25 energy pool ?!

Quote:
3. Mysticism only works if enchants expire not end (bye bye CoP)
half of of dervish skills depend on lose one enchantment and do X so your idea will not work that way.

unmatchedfury

unmatchedfury

Krytan Explorer

Join Date: Jul 2006

Cookie Cutter [FTW]

Quote:
Originally Posted by Minus Sign
There is (very sadly) a simple solution to the Dervish CoP Bomber. Since most of the "exploit" builds I've seen revolve around using CoP for Emanager, spam and healing...they nerf CoP. Again. Saying this pisses me off, since it also has the potential to nerf my favored build-->boonprot. The reason I put it out there is in hopes of controlling how they nerf it.

Instead of further tearing the skill down, make it more monk specialized. Instead of removing all enchantments, they can make CoP remove 1 enchant at zero DF, up to a max of--say--8 at 16.

D/Mo skills do need a little tweeking anyway though. Particualrly those that deal Holy Damage. They're--quite frankly--vicious.
the only thing that needs nerfing is CoP, by themselves teh enchants dont do anything. but when tehir dmg and effects are apliied wihtin seconds of each otehr and teh deverish gets heal sig every 1 second, not cool, not balneced, and very in need of a heavy nerf.

WasAGuest

Desert Nomad

Join Date: Jan 2006

I'm curious to see the Dervish in action in PvE as well. With the AI mobs having insta interupts and enchantment strips, plus I'm sure we'll be facing some dervish mobs who are set for enchant prevention/stripping; playing the dervish will be interesting.
The AoE run from zero damage effect (my name for the AoE "fix") is quickly offset with that AE Cripple attack the Dervish has. I forget the name, but the D/Wa has it.

Let's not call for a complete destruction of one of the funnest and most unique classes we've seen yet. I imagine Anet has some tricks up their sleeves for the mobs in Nightfall.

Offtopic: Anyone else get a kick out of seeing the Dervish spin and twirl while she attacked? I loved it!

fb2000

Desert Nomad

Join Date: Apr 2006

tear down dmg (especially the holy ones..), increase cast time, increase cost, increase recharge, reduce the + from ending enchantments

sounds about right oO

HolyHawk

HolyHawk

Krytan Explorer

Join Date: Jul 2006

lf guild~

Me/A

I agree on keeping the energy regain and cut down the health regain on their primary attributes. Higher cool down of enchantments would be nice as well, and eventual longer casts. Right now they are way unbalanced and can really solo most of the core classes. IMO, they have too much power, can heal, can manage energy, can deal heavy area dmg. What will happen to the core classes, have dervish nerfed them alltogether?

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

I don't think they should touch Mystism. The dervish has a 25 energy pool with most of their attack skills and spell cost 10-15e. Balth Rage and Heart are great skills but I don't think they deserve overpowered status. I would increase the recharge to 12-15 seconds. 20 seconds is too long. These guys are made for pressure. At 12-15 seconds recharge that would put it in line with Sin recharges and war adrenaline gain.

You can't do anything if you can't catch the target. CoP will have to be changed and I like the suggestion from Minus Sign. Remove the "lose all enchants" from CoP and make it linked to attribute. Even if you make that change they will simply change to release enchantments.

I ran this build with a Guild that was rather noobs and it completely fell on its face. Its not as easy as it seems. Kiting will completely own the build. Wars don't want to mess with a dervish though

TGgold

TGgold

Wilds Pathfinder

Join Date: Jul 2005

Flying Gophers

Rt/P

I've..ever come across a dervish I couldn't kill.
I don't think they're horribly unbalanced, I think they're just...new. To fix the CoP problem just have it say: Monk Enchantments instead of just Enchantments. That should fix most of the problems...(albeit making MoR a little harder to use...)

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

No matter what we do the boon prot is going to get nerfed. Boon at 10 second recharge and CoP will be changed.

I think tweaks should be made very very slight. Their armor is horrible, no shield, on the frontlines at all times, energy hogs, and a low energy pool. Their sythes attack too slow to really kill anything on their own. The only real dmg dealers are the aoe enchantments. In RA/TA they are very powerfull. In GvG and HA not so good.

Solar_Takfar

Krytan Explorer

Join Date: Jun 2006

you mean Dervish Enchantments, right?

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

I think they seriously need to sort out the Avatars.
Balthazaars Avatar... +40 armour and 33% faster move speed, i would've thought Balthazaar would be increased ATTACk speed not move speed. Deal holy damage... right that bypasses absolutely all resistances bar the original AL and also utterly rapes necros in the wrong armour. Why not give it 20% armour penetration too and make it like Judges Insight on steroids?

Melandrus Avatar... Immunity to conditions and +200 health. Ok i get hte conditions bit, rangers inflict lots. But what the hell does +200 health have to do with rangers? The only ranger skill that does that is Fertile Season, and now they're making it seem like a speciality. This is where a faster move speed would make more sense, not on balthazaar.

Lyssa's Avatar... Increased damage on foes using skills and +10 energy. Fair enough about energy, and the extra damage against foes using skills makes sense, probably the most balanced 1.

Grenths Avatar... Removes 1 enchantment for each attack skill, deal cold damage. Sorry, Fingers of Chaos is a MONSTER ONLY SKILL.

Dwaynas Avatar... Gain health, lose a hex when using attack skills. Ok fair enough.

These avatars are insanely overpowered in comparison to other elites. 1. Most are enchantments/hexes so can be removed. Most have longer recharges so interrupting them actually makes a frigging difference. Things like Psychic Distraction. Insanely powerful interrupt, has a downside... wheres the downside to these?

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Quote:
Offtopic: Anyone else get a kick out of seeing the Dervish spin and twirl while she attacked? I loved it!
Yep, but the pause for a moment of prayer at the death of each foe is both touching and a little annoyingly frustrating! Gotta keep on that target button!

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Balthazaars Avatar... +40 armour and 33% faster move speed, i would've thought Balthazaar would be increased ATTACk speed not move speed. Deal holy damage... right that bypasses absolutely all resistances bar the original AL and also utterly rapes necros in the wrong armour. Why not give it 20% armour penetration too and make it like Judges Insight on steroids?
I agree, this avatar should of been 33% faster AS. I have no clue where you get holy damage from balthazar, but whatever.

Quote:
Melandrus Avatar... Immunity to conditions and +200 health. Ok i get hte conditions bit, rangers inflict lots. But what the hell does +200 health have to do with rangers? The only ranger skill that does that is Fertile Season, and now they're making it seem like a speciality. This is where a faster move speed would make more sense, not on balthazaar.
The +200 Health has to do with survival.

Quote:
Lyssa's Avatar... Increased damage on foes using skills and +10 energy. Fair enough about energy, and the extra damage against foes using skills makes sense, probably the most balanced 1.
I agree, this one is pretty balanced.

Quote:
Grenths Avatar... Removes 1 enchantment for each attack skill, deal cold damage. Sorry, Fingers of Chaos is a MONSTER ONLY SKILL.
It was either that or add life stealing damage.

Quote:
Dwaynas Avatar... Gain health, lose a hex when using attack skills. Ok fair enough.
Nothing really wrong with this one.

tomcruisejr

tomcruisejr

Banned

Join Date: Apr 2005

No changes. Making Dervishes weak defeats the purpose of adding a new class. we dont want "another warrior or assassin" class, do we?

Phrozen_

Lion's Arch Merchant

Join Date: Jul 2005

Hi Tech Nednecks [HTR]

Quote:
Originally Posted by Evilsod
I think they seriously need to sort out the Avatars.
Balthazaars Avatar... +40 armour and 33% faster move speed, i would've thought Balthazaar would be increased ATTACk speed not move speed. Deal holy damage... right that bypasses absolutely all resistances bar the original AL and also utterly rapes necros in the wrong armour. Why not give it 20% armour penetration too and make it like Judges Insight on steroids?

Melandrus Avatar... Immunity to conditions and +200 health. Ok i get hte conditions bit, rangers inflict lots. But what the hell does +200 health have to do with rangers? The only ranger skill that does that is Fertile Season, and now they're making it seem like a speciality. This is where a faster move speed would make more sense, not on balthazaar.

Lyssa's Avatar... Increased damage on foes using skills and +10 energy. Fair enough about energy, and the extra damage against foes using skills makes sense, probably the most balanced 1.

Grenths Avatar... Removes 1 enchantment for each attack skill, deal cold damage. Sorry, Fingers of Chaos is a MONSTER ONLY SKILL.

Dwaynas Avatar... Gain health, lose a hex when using attack skills. Ok fair enough.

These avatars are insanely overpowered in comparison to other elites. 1. Most are enchantments/hexes so can be removed. Most have longer recharges so interrupting them actually makes a frigging difference. Things like Psychic Distraction. Insanely powerful interrupt, has a downside... wheres the downside to these?
Well the downside to all of them is that they are disabled for 120seconds, which means they wont have it for nearly a minute. What i dont get is why these skills have a 5 second recharge i.e. even if you interupt the 2 second cast, they can try again in another 5 seconds - Make it a longer (10-20 seconds maybe?)

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

You cannot remove an Elite Form. They are not enchantments. You cannot copy them with Mimic either.

They last for 1 minute in most cases with a 1 minute cool down. For that steep recharge I think they are fine. If you reduce them any more than that then they wouldn't be useable at all. All of them have a 2 second casting that SCREAMS "interrupt me."

Wars are for pressure and Balth avatar matches that. The running speed ensures you keep up with you target to keep adding on the dmg. You can get IAS from whirling charge. Giving someone IAS for a minute straight with no way to remove it....hhhmmm....does this sound familar? We don't want another IWAY.

Melandrus is for survival. The 200 hp and conditions makes this guy impossible to spike. Conditions can't be applied so no blind/weakness/cripple/ or degen condtions.

Grenth only works on attack skill. I expect to see this changed to sythe attacks only.

Dwayna is junk. Pious restoration is none elite and will do the job much better than this elite.

Lyssa I'm just unsure about. It adds dmg to only people casting spells and you get +10 energy. The 10 energy is really ignored because of Myst.

Lets not forget that these can ONLY be used by dervish primary. I think they are well balanced.

calien007

Academy Page

Join Date: May 2006

there is no way they will nerf COP ok? If that skill is tweaked Boon Pro will become useless and weak. COP is like the center of Boon Prot build. I am so sick of people saying COP needs to be nert and stuff. If u don't play a monk then u will have no idea how important and must COP is to a monk!!!

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by calien007
there is no way they will nerf COP ok? If that skill is tweaked Boon Pro will become useless and weak. COP is like the center of Boon Prot build. I am so sick of people saying COP needs to be nert and stuff. If u don't play a monk then u will have no idea how important and must COP is to a monk!!!
Boon was made a 10 recharge for the weekend during testing to prevent abuse from dervish's Myst. When nightfalls is released that will most likely go into a permanent change. That alone is going to be a big change that might make the sway to a 2 BL monk line.

You can change CoP to work as its intended to right now without making it abusable by dervishes. Example

5e 10 recharge (Divine favor)

Lose 1...8 enchantments. For each enchantment removed from you gain 6...80hp, remove 1 hex and condition.

Making that change will prevent its abuse from Dervishs while still being use able by Boon prots.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
They last for 1 minute in most cases with a 1 minute cool down. For that steep recharge I think they are fine. If you reduce them any more than that then they wouldn't be useable at all. All of them have a 2 second casting that SCREAMS "interrupt me."
Whats your point? a 60 second downtime of an insanely powerful elite is still unbalanced. There is NO bad side to these elites. It'd be like removing the 'take 2 damage for each point of energy' or the 'Causes exhaustion' from Ether Prodigy. The 2 second cast time screams 'interrupt me', the 5 second recharge and limitless energy from a boon prot screams 'why bother!'.

Quote:
Wars are for pressure and Balth avatar matches that. The running speed ensures you keep up with you target to keep adding on the dmg. You can get IAS from whirling charge. Giving someone IAS for a minute straight with no way to remove it....hhhmmm....does this sound familar? We don't want another IWAY.
So giving something 33% faster run speed with no way to remove it is perfectly alright now is it? This is already worse than IWAY. Whats the next step, Ranger spirit spammers with Muddy Terrain? Sorry but 33% faster attack speed, +40 armour and holy damage is not a balanced elite. 3 pros, 0 cons.

Quote:
Melandrus is for survival. The 200 hp and conditions makes this guy impossible to spike. Conditions can't be applied so no blind/weakness/cripple/ or degen condtions.
I see your point i guess. But i still fail to see why this doesn't have 33% faster move speed instead of +200 health. Even just giving them evasion makes more sense.

Quote:
Grenth only works on attack skill. I expect to see this changed to sythe attacks only.
Its still ridiculously strong. Considering that you could use the double swing skill and remove 2 from all foes nearby in 1 attack. Anet just suck at balancing ANYTHING to do with enchantment removal.

Quote:
Dwayna is junk. Pious restoration is none elite and will do the job much better than this elite.
Its still a balanced elite. Compared to the rest that are overpowered. Perhaps put the +200 health on this 1 instead.

Quote:
Lyssa I'm just unsure about. It adds dmg to only people casting spells and you get +10 energy. The 10 energy is really ignored because of Myst.
The extra energy is negated a bit by mysticism i agree. But its still a fairer elite than the others. Its damage to 'skills', not specifically spells. Catch a warrior casting Healing Signet he's gonna be hurting.

Quote:
Lets not forget that these can ONLY be used by dervish primary. I think they are well balanced.
So why's that make them balanced? Oath Shot can only be used by ranger primary. Trappers Focus can only be used by ranger primary. Elemental Attunement is alot less effective without ele primary. The majority of necro skills can only be effectively used by a necro due to high cost reduced by Soul Reaping.

kvndoom

kvndoom

Forge Runner

Join Date: Jul 2005

Communistwealth of Virginia

Uninstalled

W/Mo

I joined the dark side today, just for the heck of it...



After about 30 wins I stopped because it was so easy it was boring. I'd rather work for my glad points. People were really ticked off about losing that way too. That's also one of the reasons I stopped. I'll be very glad when this event is over. I miss normal Guild Wars.

Mysterial

Mysterial

Wilds Pathfinder

Join Date: Aug 2005

Servants of Fortuna

E/Me

If you think changing Contemplation of Purity will change anything, you haven't tried running Mystic Sandstorm. Besides that, what are you going to do, change every skill with "Lose all Enchantments" on it?

The only thing wrong with Dervish damage right now is the holy spells - they ignore armor but have the exact same costs as similar Dervish spells that hit armor. Actually, because of that I wouldn't be surprised to learn that it's an unintentional oversight and the holy spells are actually supposed to hit armor. It doesn't make sense otherwise. Why would I ever take something like Staggering Force when I can take Heart of Holy Flame which does almost exactly the same thing for the same cost/time/recharge but ignores armor?

Quid Pro Quo

Quid Pro Quo

Wilds Pathfinder

Join Date: Jul 2005

Quote:
Originally Posted by Evilsod
Balthazaars Avatar... +40 armour and 33% faster move speed, i would've thought Balthazaar would be increased ATTACk speed not move speed. Deal holy damage...
Have you ever played a warrior? First off there are runners which is the most annoying thing a warrior can deal with. I think it is correct to increase their run speed. The armor is obvious and the holy damage is because most warriors are like paladins.

Quote:
Melandrus Avatar... Immunity to conditions and +200 health. Ok i get hte conditions bit, rangers inflict lots. But what the hell does +200 health have to do with rangers? The only ranger skill that does that is Fertile Season, and now they're making it seem like a speciality. This is where a faster move speed would make more sense, not on balthazaar.
Well like someone else said its all about survival.

Quote:
These avatars are insanely overpowered in comparison to other elites. 1. Most are enchantments/hexes so can be removed. Most have longer recharges so interrupting them actually makes a frigging difference. Things like Psychic Distraction. Insanely powerful interrupt, has a downside... wheres the downside to these?
Lets take, for example, balthazar. You transform into this god of battle and charge into a huge group of enemies. They are all focusing on you but your the god of battle! This is - *POOF* Normal mortal *Splat* dead. Then even if your resurrected the chances of that form being any use in the future of this battle is little to none unless its a friggin long battle.

The biggest problem of the avatars comes from when more then about 4 Dervisih are on the team which is why I think Dervish powers should become weaker when more then 4 Dervish are on the team. When all those Dervish transform at the same time there is no one to target. Everyone is a god.

If you nerf Dervish you create the problem of basically destroying any chance for a casual gamer to play them since they already require a lot of skill to play and you hurt them in PvE a lot.

fb2000

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by twicky_kid
In RA/TA they are very powerfull. In GvG and HA not so good.
as soon as i read "HA not so good" I stopped reading

if you havent seen what d/mos made of HA this weekend, plz refrain from commenting on it

sorry for my offending tone, its just that im like very annoyed at dervishes :P

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

The Grenth Avatar is not overpowered liek the guy is thinking...if Anything it is the worst one for this weekend.

Removing Enchantments has flipflopped with the release of the Dervish...Removing Enchantments on the wrong target can HELP the other team now...

HolyHawk

HolyHawk

Krytan Explorer

Join Date: Jul 2006

lf guild~

Me/A

I think the point remains at their ability to do most things alone, while some of the core classes are going to turn into disposable choices. I'm fine if they do some "nerfing" on the dervish and they still remain strong, as long as they come up with better skills for the core professions as well. Also, the avatars seems ok, except for balthazar and maybe grenth. Immunity to conditions is something strong already, not sure if the 200 hp boost is necessary.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Evilsod
Whats your point? a 60 second downtime of an insanely powerful elite is still unbalanced. There is NO bad side to these elites. It'd be like removing the 'take 2 damage for each point of energy' or the 'Causes exhaustion' from Ether Prodigy. The 2 second cast time screams 'interrupt me', the 5 second recharge and limitless energy from a boon prot screams 'why bother!'.
Not quite, that just makes it almost as good as expertise.


Quote:
Originally Posted by Evilsod
So giving something 33% faster run speed with no way to remove it is perfectly alright now is it? This is already worse than IWAY. Whats the next step, Ranger spirit spammers with Muddy Terrain? Sorry but 33% faster attack speed, +40 armour and holy damage is not a balanced elite. 3 pros, 0 cons.
The holy physical damage is neutral considering how easy it is to change what damage they are causing. You have other skills like grenth's fingers that do the same and whatever is on top or the most frequently repeated seems to take precidence. The run speed boost is really strong, but a IAS would be even worse since they could take one of the numerous run speed boosts from a number of different sources and make a far more potent setup. I would expect a potentcy change, instead of a duration or type change. For example, a 10-20% run speed boost instead of 33%, which would put other run speed boosts ahead of it in terms of raw speed allowing for options to kite.

Quote:
Originally Posted by Evilsod
I see your point i guess. But i still fail to see why this doesn't have 33% faster move speed instead of +200 health. Even just giving them evasion makes more sense.
Giving 1 form both immunity to cripple and a run speed boost would be the most overpowered thing in existance. The profession is nearly immune to hexes as it is without outside support.
Quote:
Originally Posted by Evilsod
Its still ridiculously strong. Considering that you could use the double swing skill and remove 2 from all foes nearby in 1 attack. Anet just suck at balancing ANYTHING to do with enchantment removal.
You could still do that with order of apostasy, yet it still exists.

Quote:
Originally Posted by Evilsod
The extra energy is negated a bit by mysticism i agree. But its still a fairer elite than the others. Its damage to 'skills', not specifically spells. Catch a warrior casting Healing Signet he's gonna be hurting.
You have a better chance catching a troll ungent than a healing sig, but if its to the point where the warrior must rely upon the healing sig against a dervish, its already too late.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

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Not quite, that just makes it almost as good as expertise.
Whats so great about Expertise? All rangers can do is spam other professions energy skills alot more so than they can. They still lose all other abilities that profession gets. Bunny Thumpers are strong because of knockdown. Packhunters are strong from absolute limitless energy. Ranger/Dervish? Won't happen, not enough regen for enchantments, the scythe attacks are practically not getting a look in, its just Crippling Sweep and enchantments. Expertise is just the fighters version of Fast Casting.


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The holy physical damage is neutral considering how easy it is to change what damage they are causing. You have other skills like grenth's fingers that do the same and whatever is on top or the most frequently repeated seems to take precidence. The run speed boost is really strong, but a IAS would be even worse since they could take one of the numerous run speed boosts from a number of different sources and make a far more potent setup. I would expect a potentcy change, instead of a duration or type change. For example, a 10-20% run speed boost instead of 33%, which would put other run speed boosts ahead of it in terms of raw speed allowing for options to kite.
Lets face it... they can't balance these skills. They'll either be shit, or overpowered. They've screwed themselves here badly.

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Giving 1 form both immunity to cripple and a run speed boost would be the most overpowered thing in existance. The profession is nearly immune to hexes as it is without outside support.
Oh right so giving 1 profession both the highest sustained DPS AND the highest armour isn't overpowered either? If your in a Well of Profane the D/Mos can't do a thing. Beyond swing there scythes, if you spread out enough they'll be doing naff all.

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You could still do that with order of apostasy, yet it still exists.
Order of Apostasy sacrifices life when 1 is removed. I fail to see a bad side of this 1 beyond the conditional 'attack SKILLS'.

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You have a better chance catching a troll ungent than a healing sig, but if its to the point where the warrior must rely upon the healing sig against a dervish, its already too late.
Yeah but Unguent doesn't have a -40 AL penalty. And the majority of rangers bring Whirling Defences so theres a good chance they wouldn't hit you anyway.