Nerf coming to Searing Flames?
Lordhelmos
I'm gonna be sad next update T_T. This skill is just so good... I hope they don't overkill it to the point where it's useless. I'm impressed with NF though, Anet has done a complete 180 with elementalists and added some very good balancing skills like liquid flame and flame djinn's haste.
Mouse at Large
http://www.guildwarsguru.com/forum/s...php?t=10069271
Doesn't seem to be too much of a groundswell.....
Doesn't seem to be too much of a groundswell.....
Kidney Licker
I just ran into it in RA and was surprised at the recharge time of 2 secs.
I created an ele and went into RA and it's a nice skill. Just spam over and over with glowing gaze and another one occasionally, don't need to think too hard, just point and click. Nice large aoe, you mow every1 down pretty efficently. 100% win against groups without a monk.
I created an ele and went into RA and it's a nice skill. Just spam over and over with glowing gaze and another one occasionally, don't need to think too hard, just point and click. Nice large aoe, you mow every1 down pretty efficently. 100% win against groups without a monk.
LightningHell
I don't think it'll be nerfed. Paras will probably be, though.
Sarevok Thordin
Oh this skill will receive a HUGE nerf, either searing or Gaze will get a SWIFT nerf.
This actually beats touch rangers for abusability, unless you go E/Me with Mantra of flame and that anti-set on fire skill, you are in trouble no matter what you are.
This actually beats touch rangers for abusability, unless you go E/Me with Mantra of flame and that anti-set on fire skill, you are in trouble no matter what you are.
Tobias Funke
Throw steam in there and you won't ever get hit with damage either.
Vermilion
Quote:
Originally Posted by Sarevok Thordin
This actually beats touch rangers for abusability, unless you go E/Me with Mantra of flame and that anti-set on fire skill, you are in trouble no matter what you are.
Except that SF eles are actually useful outside RA.
Meh, you can debate whether it needs a change or not, but Im pretty sure it will be nerfed regardless, as Anet will also nerf things due to overuse too.
Meh, you can debate whether it needs a change or not, but Im pretty sure it will be nerfed regardless, as Anet will also nerf things due to overuse too.
Dr Strangelove
I hope they aren't nerfed, the damage they do when left to their own devices is comparable to a warrior raging in your face with no counters. They're easy as heck to shut down, a ranger or a mesmer can shutdown one of them with his eyes closed. Unfortunately, people still refuse to bring counters to them and continure on bringing melee counters and complaining when they get killed by elemental damage. I say keep it as is and buff all the other elemental skills so eles can provide viable pressure.
ValidusMonachus
It is very easy to counter. I was playing with a Ranger (natural elemental resistance) with the anti-fire damage insignia on armor. SF did about 43 damage tops. It also gives monks a chance to use Mantra of Flame.
TGgold
My personal favorite things against it are...distracting shot. Diversion.
Any time there's a spammer, they will get pwned by these two skills.
Any time there's a spammer, they will get pwned by these two skills.
LightningHell
Quote:
Originally Posted by ValidusMonachus
It is very easy to counter. I was playing with a Ranger (natural elemental resistance) with the anti-fire damage insignia on armor. SF did about 43 damage tops. It also gives monks a chance to use Mantra of Flame.
These counters are, however, very unreliable. Diversion/Distracting Shot = win. (Unreliable meaning it's completely and utterly useless vs every other build.)
BoredJoe
If the burning was reduced from 7 seconds to 5 seconds at 16 fire that might be enough to peg it back a bit without overdoing it.
Hyprodimus Prime
What about frigid armor?
Poison Ivy
Random note of advice: When you go in HA, have everyone take Mantra of Flame, 4/5 of the parties are running Searing Flames....
stueyman2099
Quote:
Originally Posted by Poison Ivy
Random note of advice: When you go in HA, have everyone take Mantra of Flame, 4/5 of the parties are running Searing Flames....
ward against harm works wonders as well
Thom Bangalter
Quote:
Originally Posted by Hyprodimus Prime
What about frigid armor?
Any time you bring a skill that is incredibly limited except vs one skill is a waste of a skill slot, especially when it's effect is as limited as frigid armor.
General anti-spam skills such as diversion work well against the skill, and mantra of flame is really good, because it's effects are far superior to frigid armor.
Also, as I noted in a thread in the HA or GVG folder (this skill is getting talked about everywhere) extinguish with a modest 7 or 8 in prot is another nice skill to bring.
Both monks with Mantra of flame+extinguish worked really well vs a team, but the guild was running spike...I don't know how a balanced would fare as I haven't been on much for GvG the past few days.
General anti-spam skills such as diversion work well against the skill, and mantra of flame is really good, because it's effects are far superior to frigid armor.
Also, as I noted in a thread in the HA or GVG folder (this skill is getting talked about everywhere) extinguish with a modest 7 or 8 in prot is another nice skill to bring.
Both monks with Mantra of flame+extinguish worked really well vs a team, but the guild was running spike...I don't know how a balanced would fare as I haven't been on much for GvG the past few days.
frojack
Quote:
Originally Posted by Thom Bangalter
Any time you bring a skill that is incredibly limited except vs one skill is a waste of a skill slot, especially when it's effect is as limited as frigid armor.
General anti-spam skills such as diversion work well against the skill, and mantra of flame is really good, because it's effects are far superior to frigid armor.
Also, as I noted in a thread in the HA or GVG folder (this skill is getting talked about everywhere) extinguish with a modest 7 or 8 in prot is another nice skill to bring.
Both monks with Mantra of flame+extinguish worked really well vs a team, but the guild was running spike...I don't know how a balanced would fare as I haven't been on much for GvG the past few days. I wouldn't call 40+ armour vs. physical limited. However I do suppose it depends on your build and whether or not you plan to use water. Searing Flames is indeed powerful. Probably doesn't need a nerf, but it seems that in situations like this, the community is what affects Anet's decisions on skills. If it gets used excessively, It will probably be adjusted somehow.
General anti-spam skills such as diversion work well against the skill, and mantra of flame is really good, because it's effects are far superior to frigid armor.
Also, as I noted in a thread in the HA or GVG folder (this skill is getting talked about everywhere) extinguish with a modest 7 or 8 in prot is another nice skill to bring.
Both monks with Mantra of flame+extinguish worked really well vs a team, but the guild was running spike...I don't know how a balanced would fare as I haven't been on much for GvG the past few days. I wouldn't call 40+ armour vs. physical limited. However I do suppose it depends on your build and whether or not you plan to use water. Searing Flames is indeed powerful. Probably doesn't need a nerf, but it seems that in situations like this, the community is what affects Anet's decisions on skills. If it gets used excessively, It will probably be adjusted somehow.
Arcador
Well even it does not deliver that much devastation this skill brings an extream pressure.
At the start of the week most of the teams were using the SF, GG, LF build...but now at the and of the week I see a TWO copies of it.
It requires a little tune down, not be spammed that easily (i.e. recharge increase). On the Dual SF buillds the enemy team mostly dies slowly by pressure - a pressure that requires a heavy condition or hex build. Even bringing an extinguish user won't help you much either - it's spam rate is unmatched.
We manage to beat such teams, but the only reason for that is that they do some major mistakes(we are noobs lol ) (underestimating falling enemies), otherwise it is a little nightmare - our hp never gets bigger than 60% (and that is thanks to the extingish, heal party spamers). On the top pvp battles you see how the other team fail to stop the heavy hp degen+112 every ~4 secs. It is somekind of stupid to watch good team to try some inhuman maneurability and skill usage and still be melt down by 2 eles which's monitor goes - SF, GG, SF, LF,SF, GG, SF, LF.... Even bringing armor vs fire wont' save you much since the damage comes from the massive burning effect and a little by the actuall damage.
So if you somehow manage to distract or divert the skill - it is good, but otherwise it is too cheap for 1 skill to bring so much pressure.
As an elementalist myself I suggest increased recharge by 4 secs.
At the start of the week most of the teams were using the SF, GG, LF build...but now at the and of the week I see a TWO copies of it.
It requires a little tune down, not be spammed that easily (i.e. recharge increase). On the Dual SF buillds the enemy team mostly dies slowly by pressure - a pressure that requires a heavy condition or hex build. Even bringing an extinguish user won't help you much either - it's spam rate is unmatched.
We manage to beat such teams, but the only reason for that is that they do some major mistakes(we are noobs lol ) (underestimating falling enemies), otherwise it is a little nightmare - our hp never gets bigger than 60% (and that is thanks to the extingish, heal party spamers). On the top pvp battles you see how the other team fail to stop the heavy hp degen+112 every ~4 secs. It is somekind of stupid to watch good team to try some inhuman maneurability and skill usage and still be melt down by 2 eles which's monitor goes - SF, GG, SF, LF,SF, GG, SF, LF.... Even bringing armor vs fire wont' save you much since the damage comes from the massive burning effect and a little by the actuall damage.
So if you somehow manage to distract or divert the skill - it is good, but otherwise it is too cheap for 1 skill to bring so much pressure.
As an elementalist myself I suggest increased recharge by 4 secs.
LightningHell
Not to be spammed so easily means "make-it-so-everybody-uses-Prodigy-again". Unless it's like a...1 second increase.
trialist
Quote:
Originally Posted by Arcador
As an elementalist myself I suggest increased recharge by 4 secs.
Increased recharge by 4 secs? Are you high? Increasing recharge by 4 secs means the skill has a recharge of 6 secs and considering burning at 16 attribute only lasts 7 secs and SF has a 1 sec cast, what would be the point of the skill then? I really don't want to see eles return to bareing their boobs to blind warrs again. Aren't people sick of that metagame yet?
S_Serpent
Again a.net would not be promoting this build on there own site with SF, GG and LF, if they are going to nerf it. Just surf their site and you'll find some builds for other profs with new NF skills aswell.
See this page at guildwars.com
See this page at guildwars.com
Arcador
Quote:
Originally Posted by trialist
Increased recharge by 4 secs? Are you high? Increasing recharge by 4 secs means the skill has a recharge of 6 secs and considering burning at 16 attribute only lasts 7 secs and SF has a 1 sec cast, what would be the point of the skill then? I really don't want to see eles return to bareing their boobs to blind warrs again. Aren't people sick of that metagame yet?
The point will be to bring an utility skill to start the fire OR using the skill to create ONLY fire but not doing damage WHILE they are on fire like nonstop.
Thom Bangalter
OR leave it as is and keep it good.
trialist
Quote:
Originally Posted by Arcador
The point will be to bring an utility skill to start the fire OR using the skill to create ONLY fire but not doing damage WHILE they are on fire like nonstop.
I.E, remove second part of skill description, got it. *rolls eyes*
How much more one-dimensional do you want the skill? Searing Flamers already spend half their skillbar just to power SF, you want them to bring more stuff than that? Don't get me wrong, i'm all for balancing the skill so its not so devastating to low-level pvp, but your suggestion is ridiculous. A more sensible approach is maybe just a slight increase in recharge by 1 or 2 secs, or more effectively, fix attunements so its no longer bugged and/or reduce energy gain slightly from GG. Making SFers work slightly harder for energy will still preserve some use of the skill without outright killing it like your suggestion does.
How much more one-dimensional do you want the skill? Searing Flamers already spend half their skillbar just to power SF, you want them to bring more stuff than that? Don't get me wrong, i'm all for balancing the skill so its not so devastating to low-level pvp, but your suggestion is ridiculous. A more sensible approach is maybe just a slight increase in recharge by 1 or 2 secs, or more effectively, fix attunements so its no longer bugged and/or reduce energy gain slightly from GG. Making SFers work slightly harder for energy will still preserve some use of the skill without outright killing it like your suggestion does.
Thom Bangalter
why do they need to nerf something just because it's good in random arenas? Reversal is good in randoms, why don't we nerf that?
Zinger314
Quote:
Originally Posted by S_Serpent
See this page at guildwars.com They posted a build a long time ago with Soul Twisting, right before it was nerfed. Your link means nothing.
Anyways, the fairest way to nerf Searing Flames is to give it a 2 second casting time. That way, it'll be even more vulnerable to Distracting Shot and other annoying interrupts.
But it will be nerfed because it's been abused.
some guy
They are a bit overpowering, its the new fame farming build.
LoyalSoldier
I can shut down the build just using one skill. Diversion FTW!
Seriously it isn't completely overpowered. Heck I can bring Signet of Humility and shut down an SF Ele. Striping enchantments kills the energy, distracting shot or anything like it kills the build, and as I mentioned before Signet of Humility is a cheap way to shut them down.
In GvG they aren't so dangerous outside of a team spike build.
It isn't hard to beat them, you just have to know what you are trying to do.
Seriously it isn't completely overpowered. Heck I can bring Signet of Humility and shut down an SF Ele. Striping enchantments kills the energy, distracting shot or anything like it kills the build, and as I mentioned before Signet of Humility is a cheap way to shut them down.
In GvG they aren't so dangerous outside of a team spike build.
It isn't hard to beat them, you just have to know what you are trying to do.