Aria of Power - Overpowered?

JoeKnowMo

JoeKnowMo

Jungle Guide

Join Date: Oct 2005

Wessst Siiide, USA

Mo/

Aria of Power (Leadership) - For 10-34 seconds, each ally within earshot gains 2 Energy regeneration until that ally casts a spell.

25 energy, 1 sec cast/activation time, 45 second recharge. It's a chant so it can't be stripped. 25 Energy seems like a lot but at 15 Leadership, you will gain 5 energy back, making this effectively a 20 energy skill. Also, if memory serves me right, paragons had 37 energy while wearing the + energy armor?? Not sure about that....

At Leadership 16 or higher, this skill will last 42 seconds, allowing you to keep it up almost permamently. Every 49 secs, there will be 4 seconds when it will not be in effect.

Let's look at what it will do: It will not benefit your casters, since as soon as they cast a spell, they will loe the + 2 energy regen. However, your warriors will have 4 pips of energy, rangers will have 5 pips, and 'sins will have 6 pips. Now imagine warriors and bunny thumpers spamming Irressistible Blow every 4 secs for pretty much the duration of a GvG match. Bunny thumpers can probably drop Ferocious Strike for the much higher damage of Enraged Lunge. Assassin attacks will no longer seem that expensive in terms of energy. Rangers can spam Crippling Shot all day long. Touch Rangers can drop OoB for Escape so they can make kiting less effective. The paragon himself will gain + 2 energy regen as well, allowing them to use their skills more often too, while ensuring they have enough energy to re-activate this skill when it recharges. A bonder can also maintain a couple more enchantments while under the effect of this skill, as long as they only use Sig of Devotion as their sole heal.

Compare Aria Of Power (at 16 Leadership) to Mantra Of Recall (at 10 Inspiration) - yes I know the attribute levels are different, I'm just doing this comparison since the numbers for MoR at 10 Insp are easily available. MoR provides 1.89 pips of energy regen over the duration of a match, while AoP provides slightly less than 2 pips (due to 4 sec downtime) to all your non-casters. MoR is elite, AoP is not. MoR only affects 1 person, AoP affects all non-casters within shout range on your team including yourself. It provides twice the energy regen of Peace And Harmony (which is also an elite) and can probably be maintained on more players. Also, unlike P&H and MoR, AoP cannot be stripped.

I like the paragon, so I'm not calling for a nerf. However, looking at the numbers and the comparison to other energy management skills, AoP appears to be overpowered. If it's not nerfed, this skill will find its way into the majority of my paragon builds Hey, even wammos w mending will now have 3 pips of energy, that is until, they decide to recast mending when it gets stripped

Plushie Penguin

Plushie Penguin

Krytan Explorer

Join Date: Apr 2006

That plushie penguin on a shelf in your bed room

Rt/E

and next preview, AN will have twinked all the skills from this past preview/testing.. we shall see if it's still overpowered then

TadaceAce

Wilds Pathfinder

Join Date: Jul 2005

I planned on using it, I rangers, paragons, warriors, and sins all get incredibly energy from this skills. 2/3 an energy per second ftw. Really it costs nothing to the paragon, no paragon uses "spells", so for 42 seconds worth your getting 27.72 energy back. So this spell costs 25-27.72-leadership bonus.

What I'm interested in, will this bring back real rangers? Real rangers can't spam interupts all day but with this.. can they? Nah, even spamming interupts R/P still owns them in damage and if correctly using daze, interupts.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

hmm this does seem kinda too good, maybe make it an elite and tone it down a little, still will be a nice skill.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

Energizing Wind!!!

Saider maul

Saider maul

Wilds Pathfinder

Join Date: Nov 2005

Baltimore, Maryland

2 pip is nothing to gripe about. let it go the pargon are only slightly overpowered with a few of their spear spikes. the rest is alot of support or dmg thru others.

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

I think if the area of effect for "earshot" stays how it is now (not the enlarged size during the preview event) it will be a good skill, but not overpowered. If "within earshot" is the entire aggro circle again, it will quite easily hit your entire party without even planning it, which seems a bit much.

Spura

Wilds Pathfinder

Join Date: Feb 2005

Well I think it is hardly overpowered. It gives back to paragon a bit more than it costs. It works well on ranger and warrior. But those 2 classes can do good damage without much energy. However casters don't have damaging autoattack, and are as such much more energy dependant, they don't benefit from this at all. And then there is the assassin. Despite people saying this skill is great for assassin, it really isn't. Assassin's teleports are spells, and shadow refuge(an often used skill) is spell too.

There is a scenario where it would have great benefit. Bunch of Paragons with only one of them spending energy on this chant. They would be able to spam spear attacks a lot more. I'd rather nerf recharges on spear attacks though. Lightning spear is crazy.

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

So noone sees the fact that this gives them +2 pips of energy regen UNTIL IT ENDS? Really people, do you not get the fact that this skill CANNOT be removed?

That being said, I think they need a new skill or two that can counter shouts, chants and/or echos.

Tetris L

Tetris L

Jungle Guide

Join Date: May 2005

Germany

Servants of Fortuna

It should be changed to "until that ally uses a skill" instead of "until that ally casts a spell".

elavro

Ascalonian Squire

Join Date: Nov 2005

total equilibrium of telenet

R/Me

then it would cost 5 energy to balance it

Horseman Of War

Horseman Of War

Desert Nomad

Join Date: Jun 2006

The Cult of Doom

P/

Quote:
Originally Posted by Tetris L
It should be changed to "until that ally uses a skill" instead of "until that ally casts a spell".


i bet you this is how it will turn out.


As far as the comment on assassins not being able to use this effectively: my assassin uses only attacks, preps, and skills... not all assassins use that stupid shadow refuge spell.

And ending your recall isnt going to stop the Aria of Power buff, only casting it will do that.

TGgold

TGgold

Wilds Pathfinder

Join Date: Jul 2005

Flying Gophers

Rt/P

Making this skill trigger on all skills would, quite frankly, make this skill ENTIRELY useless. I mean, in PvP, you can't just stand there not doing anything useful while your energy regens.

Lets think of it this way: Say it effects 3 people, all of them getting 2 regen until a spell...it's not far off from BRing a caster and getting them unconditional regen...I think this skill shoudl be made elite, so it's on par with other E-Management skills.