Searing Flames Nerf Possibility
Xpl0iter
I just hope that your right with that theory.
I dont mind a DMG nerf, but any thing else is going to hurt it.
I dont mind a DMG nerf, but any thing else is going to hurt it.
Milky Goodness
I'd say it'd be nice if they just modded the one for pvp only. I do think that skills in pve do have different needs and what not than pvp. I disliked it when they made the monsters kite more as then i had to start packing speed degens in my already limited space. it would just be really nifty if they left the pve version alone, and pvp too, but if they must just water it down a bit for pvp to appease the masses.
The 6 seconds or so of burning may be a bit excessive, but i like the pressure it puts on them. Since you can get off a number of them within that time. Especially with half cast mods that stack, serpents quickness and what not. But dont forget things like dazed, signet of humility, backfire and what not can take them down. Maybe lower the burn time, or make them take more damage while casting. or leave alone. Also a monk enchantment that helps against conditions much like paragon shouts would be nice. Maybe somethign that rebounds the condition for a few seconds.
I've noticed it does very little damage to tanks using sentinels. I have also done said spiking with searing flames with friends in guild. It is quite devastating when 2 or more gang up on (especially low armored people) and smack them for 100+ damage within o.... 4-5 seconds each second. But honestly the same tactics i've seen for taking eles out before, worked on them now. mes, interrupt, daze, e.denial, anti spell enchants. The pvp'ers cry a lot because not everyone can be satisfied. not trying to offend them, but the same is for everyone.
Honestly i've killed a lot of ele's on my dervish not even using a form. hitting someone for 180 damage a few times does tend ot do that. I've also killed a few with nothing more than sentinel armor, dwarven stance, a cripple skill or assassin hex. Basically I haven't noticed any change in many of the tactics used against spell casters in general to take them out. Even in pve they can get owned by high armor, energy denial, or counter damage. Trust me... mursaat mesmers have given me a pinch on the nose a few times. I still own them, but they annoy me.
All in all i think a lot of what happens with all this crying is that its like the boy band effect. One girl screams, the next one screams without really knowing why. Eventually people just accept that its something to scream about. Its a snowball effect where anet sees only a few legit complaints and a lot of followers. It's a good build, and other good builds should be done to be alternatives as well. I agree that sometimes i only see one option for my build, such as my anti kiting problem, where especially in pve you usually have to do EVERYTHING your self since most of the time pugs suck. (I.E. Heal, decondition, hex remove, antikite, anti stance) all in 7 skills (8th for res).
GW has a bunch of possiblities and its a shame that most people dont sit down and just look at the skills available. I've always hated enchantments much for the reason of grenth and stripping and what not. Not sure if there is, but maybe a de-form skill. like maybe a mesmer skill called "True Form" or "Defiled" which makes them lose favor with their god and fall out of form. Give it a recharge about 60 seconds or something and a 5 second cast time. or a necro skill that hurts shape shifters. my gruff is that most of the time its anet taking away things to supposedly give more options than giving more things. granted they have released some wicked stuff. just as long as it isnt too effective... holy crud that's way too much text...
The 6 seconds or so of burning may be a bit excessive, but i like the pressure it puts on them. Since you can get off a number of them within that time. Especially with half cast mods that stack, serpents quickness and what not. But dont forget things like dazed, signet of humility, backfire and what not can take them down. Maybe lower the burn time, or make them take more damage while casting. or leave alone. Also a monk enchantment that helps against conditions much like paragon shouts would be nice. Maybe somethign that rebounds the condition for a few seconds.
I've noticed it does very little damage to tanks using sentinels. I have also done said spiking with searing flames with friends in guild. It is quite devastating when 2 or more gang up on (especially low armored people) and smack them for 100+ damage within o.... 4-5 seconds each second. But honestly the same tactics i've seen for taking eles out before, worked on them now. mes, interrupt, daze, e.denial, anti spell enchants. The pvp'ers cry a lot because not everyone can be satisfied. not trying to offend them, but the same is for everyone.
Honestly i've killed a lot of ele's on my dervish not even using a form. hitting someone for 180 damage a few times does tend ot do that. I've also killed a few with nothing more than sentinel armor, dwarven stance, a cripple skill or assassin hex. Basically I haven't noticed any change in many of the tactics used against spell casters in general to take them out. Even in pve they can get owned by high armor, energy denial, or counter damage. Trust me... mursaat mesmers have given me a pinch on the nose a few times. I still own them, but they annoy me.
All in all i think a lot of what happens with all this crying is that its like the boy band effect. One girl screams, the next one screams without really knowing why. Eventually people just accept that its something to scream about. Its a snowball effect where anet sees only a few legit complaints and a lot of followers. It's a good build, and other good builds should be done to be alternatives as well. I agree that sometimes i only see one option for my build, such as my anti kiting problem, where especially in pve you usually have to do EVERYTHING your self since most of the time pugs suck. (I.E. Heal, decondition, hex remove, antikite, anti stance) all in 7 skills (8th for res).
GW has a bunch of possiblities and its a shame that most people dont sit down and just look at the skills available. I've always hated enchantments much for the reason of grenth and stripping and what not. Not sure if there is, but maybe a de-form skill. like maybe a mesmer skill called "True Form" or "Defiled" which makes them lose favor with their god and fall out of form. Give it a recharge about 60 seconds or something and a 5 second cast time. or a necro skill that hurts shape shifters. my gruff is that most of the time its anet taking away things to supposedly give more options than giving more things. granted they have released some wicked stuff. just as long as it isnt too effective... holy crud that's way too much text...
Corinthian
OK, I just saw this skill in action at RA and I must say it's easily, by far, the most imbalanced skill ever in the history of Guild Wars. It's ridiculous. Make the energy requirement 25 and recharge 20 seconds. Then it's reasonable.
Milky Goodness
:'( :'( ,
Good point, make it useless like most of the other stuff. Hell while we're at it make blessed light heal half of its current hp, give word of healing an 12 second recharge, and mark of protection out of the game all together. O dont forget stone sheath aura, or shadow form. hell, anet should just go into the server, hit ctrl A, then hold shift and hit delete, answering yes to any window boxes, and boom problem solved.
Honestly I still say if anything make 2 versions 1 for pve one for pvp.
pve = same thing it is now.
pvp = it + maybe a 4-6 second recharge.
or better yet make it instant cast, no after cast effect, and instant recharge.
That way we can keep people happy . )
Good point, make it useless like most of the other stuff. Hell while we're at it make blessed light heal half of its current hp, give word of healing an 12 second recharge, and mark of protection out of the game all together. O dont forget stone sheath aura, or shadow form. hell, anet should just go into the server, hit ctrl A, then hold shift and hit delete, answering yes to any window boxes, and boom problem solved.
Honestly I still say if anything make 2 versions 1 for pve one for pvp.
pve = same thing it is now.
pvp = it + maybe a 4-6 second recharge.
or better yet make it instant cast, no after cast effect, and instant recharge.
That way we can keep people happy . )
bhavv
All this skill requires to be balanced is -10 damage, and an increase of Glowing Gaze's recharge to 7 (same as glowstone).
Im hoping thats whats going to happen.
Im hoping thats whats going to happen.
Symbol
Glowing gaze shouldn't be touched. Fire needs all the supplementary e-management you can get.
Milky Goodness
agreed symbol, honestly though increasing it in pvp from 2 second recharge to 4 or 6 would lower the dps a lot. and would then absolutely need coordination. but in pve it as it is, is great for mowing down annoying mobs, although anything but the toughest of the toughest lives long enough for even the warrior to reach it. but then again thati s the way of the ele.
Jesse
Chapter 4 = Guild Wars VS A-Net: The Nerf Battle
Milky Goodness
Guild wars may be losing but it can not lose. With its nearly unlimied army of undead, it can't be stopped. For how can you kill those who have no life?
yes... yes... i know cheap rip off..
yes... yes... i know cheap rip off..
Corinthian
Quote:
Originally Posted by Milky Goodness
:'( :'( ,
Good point, make it useless like most of the other stuff. Hell while we're at it make blessed light heal half of its current hp, give word of healing an 12 second recharge, and mark of protection out of the game all together. O dont forget stone sheath aura, or shadow form. hell, anet should just go into the server, hit ctrl A, then hold shift and hit delete, answering yes to any window boxes, and boom problem solved.
Honestly I still say if anything make 2 versions 1 for pve one for pvp.
pve = same thing it is now.
pvp = it + maybe a 4-6 second recharge.
or better yet make it instant cast, no after cast effect, and instant recharge.
That way we can keep people happy . ) I'm fine with monks, it's just that losing to a pathetic elementalist is what ticks me off. :P Just return them to their roleplay status instead of actual useful character plz.
Good point, make it useless like most of the other stuff. Hell while we're at it make blessed light heal half of its current hp, give word of healing an 12 second recharge, and mark of protection out of the game all together. O dont forget stone sheath aura, or shadow form. hell, anet should just go into the server, hit ctrl A, then hold shift and hit delete, answering yes to any window boxes, and boom problem solved.
Honestly I still say if anything make 2 versions 1 for pve one for pvp.
pve = same thing it is now.
pvp = it + maybe a 4-6 second recharge.
or better yet make it instant cast, no after cast effect, and instant recharge.
That way we can keep people happy . ) I'm fine with monks, it's just that losing to a pathetic elementalist is what ticks me off. :P Just return them to their roleplay status instead of actual useful character plz.
Milky Goodness
hehe was just messing with you. Hmm I've killed one with just a W/N, Sentinels, plague touch, dwarven battle stance, or headbutt + plague touch. of course an anti kiting skill. just depends on the breaks. eh in any fight you can really effective or absolutely crappy. Ever tried anti-spell mesmer vs a warrior :P. now that is just complete rape.
NinjaKai
I checked on GW. They slapped a 15e cost on it. Some how this doesn't seem like much of a difference.
bhavv
Quote:
Originally Posted by NinjaKai
I checked on GW. They slapped a 15e cost on it. Some how this doesn't seem like much of a difference.
??? Searing flames already has a 15 energy cost, they havnt implemented the changes yet, they'll happen later.
beanerman_99
I personally think they should leave Searing Flames alone. For once eles have a skill that does good, fast damage that doesn't drain them of energy and everyone has to scream about it. Why all the hate for ele's?
Maybe I am not seeing or understanding the "larger" picture here.
I was using it at Fort Aspenwood and the people I was killing started in with the name calling and saying I was using a "cheap" skill to kill with. Even someone on my team said I should use a different build. ORLY? Do you tell monks NOT to bring their Protection spells? Do you tell a ranger NOT to bring skills? Do you tell a necro not to be an MM? Do you tell a Ritualist NOT to raise spirits? Do you tell Warriors NOT to bring sword skills if they are using a sword? Why should someone tell me to use Earth or Ice spells when all my gear is for using Fire?
Why is it that anytime a class has a skill that is good, every other class has to scream about it and cry foul? I'm getting pretty sick of it. I don't cry when I am killed by a classes skill. I don't yell at a Ranger who takes me down with poison arrows and interupts. I don't cry when a necros minions get me. I don't cry cause an Assasin can step to me, do his combo, and then get away from me. I don't cry cause I can't kill someone cause a monk has Protection enchantments on them. What do I do? I bring enchantment breakers. I bring something to get the poison of me. I bring something to steal minion. and so on and so on.
Searing flames isn't that great of a spell. I can still get owned by other players. People should stop crying for nerfs every single time they get beat by another classes skill.
If I am wrong tell me why.
Maybe I am not seeing or understanding the "larger" picture here.
I was using it at Fort Aspenwood and the people I was killing started in with the name calling and saying I was using a "cheap" skill to kill with. Even someone on my team said I should use a different build. ORLY? Do you tell monks NOT to bring their Protection spells? Do you tell a ranger NOT to bring skills? Do you tell a necro not to be an MM? Do you tell a Ritualist NOT to raise spirits? Do you tell Warriors NOT to bring sword skills if they are using a sword? Why should someone tell me to use Earth or Ice spells when all my gear is for using Fire?
Why is it that anytime a class has a skill that is good, every other class has to scream about it and cry foul? I'm getting pretty sick of it. I don't cry when I am killed by a classes skill. I don't yell at a Ranger who takes me down with poison arrows and interupts. I don't cry when a necros minions get me. I don't cry cause an Assasin can step to me, do his combo, and then get away from me. I don't cry cause I can't kill someone cause a monk has Protection enchantments on them. What do I do? I bring enchantment breakers. I bring something to get the poison of me. I bring something to steal minion. and so on and so on.
Searing flames isn't that great of a spell. I can still get owned by other players. People should stop crying for nerfs every single time they get beat by another classes skill.
If I am wrong tell me why.
Tristan_C
Rather than nerf Searing Flames, it would be smarter to buff the other fire elites further. I know this was done in recent months, but the other fire elites still get no use since SF has much more utility. And if you don't use SF, you take an elite energy management skill instead. That's evidence that Double Dragon and Mind Burndon't pull their weight as elites.
Milky Goodness
Well honeslty it is spammable. BUT it does take a little thinking and preperation to not run out of energy fast, and even more so on how to recover it. people b***h because they have b***hy people and they can not stand being beaten. They honestly spend too much time listening to whining instead of just making more stuff for the game. No one skill will ever make everyone happy. it's too soft too hard, blah blah blah. release a skill, stick with it, release new skills etc etc. Maybe do like they are doing now, before releasing a skill give it as a sample, THEN tweak it if needed. sf can be countered by so many builds/skills its rediculous. dazed/exhaustion (equinox),
interruption, choking gas, battlestance, distracting shot, blackout, diversion...
they nerfed touch rangers even though they sucked (well only midly), nerfed shield of judgment and zealots fire which was really a strange duck there. probably to stop commercial farmers. but they could make a grand killing by selling it themselves, or increasing the quality of drops. but ffs stop messing with skills so much. every few days almost i have to learn that my build no longer works. i like thinking of new builds, but it sucks when a skill you liked is messed up, and you learn the hard way. albeit... they have done some good stuff with other skills.
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umm off subject... but when are they going to upgrade storage and inventory for more spots? i mean i really dislike just wasting characters as pack mules. many can't play more than a few professions because limited space. they keep releasing new games. that hat storage is half arsed at best, good for spreading some hats, but not if you dyed yours or what. hell how about this. instead of just selling new character slots. sell inventory upgrades and maybe materials. o that and jump. my guild for the ability to jump! not an emote. i mean a real no more bs bsp glitchy thingy im hopping over you jump! or would that be to world of warcrafty?
interruption, choking gas, battlestance, distracting shot, blackout, diversion...
they nerfed touch rangers even though they sucked (well only midly), nerfed shield of judgment and zealots fire which was really a strange duck there. probably to stop commercial farmers. but they could make a grand killing by selling it themselves, or increasing the quality of drops. but ffs stop messing with skills so much. every few days almost i have to learn that my build no longer works. i like thinking of new builds, but it sucks when a skill you liked is messed up, and you learn the hard way. albeit... they have done some good stuff with other skills.
__________________________________________________ ____________
umm off subject... but when are they going to upgrade storage and inventory for more spots? i mean i really dislike just wasting characters as pack mules. many can't play more than a few professions because limited space. they keep releasing new games. that hat storage is half arsed at best, good for spreading some hats, but not if you dyed yours or what. hell how about this. instead of just selling new character slots. sell inventory upgrades and maybe materials. o that and jump. my guild for the ability to jump! not an emote. i mean a real no more bs bsp glitchy thingy im hopping over you jump! or would that be to world of warcrafty?
Alpha Of Terror
i agree on leaving SF alone, if anything nerf glowing gaze. SF is imbalanced is because of the fact that its spammable and only that. This way SF will still be decent in pve in conjunction with batteries, pvp its power should be limited by a small margin.
Saraphim
Ah well... here we are, the update's live !!
Personally..... running SF on 16 fire and getting two seconds less burning.
I'll cope. Not exactly a catastrophe, If I want to run Sf I can still keep it up with that.
Personally..... running SF on 16 fire and getting two seconds less burning.
I'll cope. Not exactly a catastrophe, If I want to run Sf I can still keep it up with that.
Thom Bangalter
They also nerfed glowing gaze. It's slightly more balanced now, but still a little nuts...at least they don't have near limitless energy anymore though.
Saraphim
Yeh I missed that when I ran over my skill bar last night. After looking at the notes on Guildwiki, my first impression is that a lot of the other ele skills have had a reasonable buff. Think I'll do a bit of build experimenting this weekend.
Mr_Cynical
I think this is actually one of the best nerfs Anet have ever done. They have cut back the 'overpoweredness' (by decreasing the burning to the same as immolate, exactly what I suggested a while back) without making the skill completely and utterly useless (take a bow Spirit Bond).
Arrows[PURE]
I dont think theyv nerfed searing flames at all by decreasing burning time, with a SF team the person being targetted is always going to be on fire anyway so there was no need to decrease burning time. I think that increasing recharge time to 4-6 seconds would have been better
jesh
No they won't.. only the first cast of SF will cause the target to burn. Successive casts will do damage, they don't cause a hidden burning extension.
Mark of Rodgort DOES, however. Coincidentally, it's been buffed to compensate for the lesser burning time of the new SF.
What does this mean? One of your SF elementalists will need Mark of Rodgort. SF is untouched except for the change to Glowing Gaze.
Mark of Rodgort DOES, however. Coincidentally, it's been buffed to compensate for the lesser burning time of the new SF.
What does this mean? One of your SF elementalists will need Mark of Rodgort. SF is untouched except for the change to Glowing Gaze.
Arrows[PURE]
What i meant by always on fire is that because SF is constantly being casted, there will be a very slight period of no burning but the target will quickly be set on fire again by SF
lunksunkunk
You whiners got what u wanted, SF was nerfed in duration. Why complain even more? Obviously you havent been hexed w/ mark of rodgort and spammed with mind blast.
Grammar
Quote:
Originally Posted by Arrows[PURE]
I dont think theyv nerfed searing flames at all by decreasing burning time, with a SF team the person being targetted is always going to be on fire anyway so there was no need to decrease burning time.
100% correct.
This nerf did nothing to PvP SF teams with multiple Eles spamming SF at the same time.
What it DID do, however, is hurt the single SF Ele in PvE. Single PvE Eles just lost quite a bit of damage potential with this nerf.
Possible PvE solutions: Always bring dual SF Eles and have them coordinate their attacks; or maybe throw Mark of Rodgort into the SF build (now that it's AoE matches that of SF) so you don't have to restart the burning as often.
Everyone and their grandmother (but apparently not Anet) knew that the correct way to nerf SF in PvP while not hurting it too much in PvE was to increase the cast time to 2 seconds.
This nerf did nothing to PvP SF teams with multiple Eles spamming SF at the same time.
What it DID do, however, is hurt the single SF Ele in PvE. Single PvE Eles just lost quite a bit of damage potential with this nerf.
Possible PvE solutions: Always bring dual SF Eles and have them coordinate their attacks; or maybe throw Mark of Rodgort into the SF build (now that it's AoE matches that of SF) so you don't have to restart the burning as often.
Everyone and their grandmother (but apparently not Anet) knew that the correct way to nerf SF in PvP while not hurting it too much in PvE was to increase the cast time to 2 seconds.
JimmyDean
*boom* Head Shot
Told ya so
Told ya so
Arrows[PURE]
I never really used it in PvE, it just felt like clicking same button all of the time, although i use the same 5 attack skills when im nuking with my normal build, i actually have fun doing that because it felt like i could actually unleash combo's and not just SF>GG>SF>LF> ........ and so on
starkce
Quote:
Originally Posted by Grammar
100% correct.
This nerf did nothing to PvP SF teams with multiple Eles spamming SF at the same time.
What it DID do, however, is hurt the single SF Ele in PvE. Single PvE Eles just lost quite a bit of damage potential with this nerf.
Possible PvE solutions: Always bring dual SF Eles and have them coordinate their attacks; or maybe throw Mark of Rodgort into the SF build (now that it's AoE matches that of SF) so you don't have to restart the burning as often.
Everyone and their grandmother (but apparently not Anet) knew that the correct way to nerf SF in PvP while not hurting it too much in PvE was to increase the cast time to 2 seconds. I do not believe a 2 second cast is the right way to go about nerfing this skill.
SF@ as it is now
= time for 2 casts for damage and 1 glowing gaze during recharges.
option1 SF@ 5 second burning duration, 1 second cast and 2 second recharge = time for 1 cast for damage and 1 glowing gaze during recharges.
option2 SF@ 7 second burning duration, 2 second cast and 2 second recharge = time for 1 cast for damage and 1 glowing gaze during recharges. (2nd hit for damage would land 1 second after burning ends)
Both options reduce the number of hits of damage during burning to 1.This is a very large nerf in terms of outright damage dealing capability (almost halving the net damage!). But option2 further hits the skill by making it much more susceptible to disruption. The power(and unbalancing effect) of this skill comes from using it in concert with other eles in a coordinated spike. Both changes really only address the single pve ele which is where this skill is not considered overpowered. The best possible change would be to lower the damage to maybe 95-100 @ 16 fire(while keeping the burning@ 7). This keeps the spell largely intact for pve, but lowers the damage output of a coordinated spike to manageable levels.
This nerf did nothing to PvP SF teams with multiple Eles spamming SF at the same time.
What it DID do, however, is hurt the single SF Ele in PvE. Single PvE Eles just lost quite a bit of damage potential with this nerf.
Possible PvE solutions: Always bring dual SF Eles and have them coordinate their attacks; or maybe throw Mark of Rodgort into the SF build (now that it's AoE matches that of SF) so you don't have to restart the burning as often.
Everyone and their grandmother (but apparently not Anet) knew that the correct way to nerf SF in PvP while not hurting it too much in PvE was to increase the cast time to 2 seconds. I do not believe a 2 second cast is the right way to go about nerfing this skill.
SF@ as it is now
= time for 2 casts for damage and 1 glowing gaze during recharges.
option1 SF@ 5 second burning duration, 1 second cast and 2 second recharge = time for 1 cast for damage and 1 glowing gaze during recharges.
option2 SF@ 7 second burning duration, 2 second cast and 2 second recharge = time for 1 cast for damage and 1 glowing gaze during recharges. (2nd hit for damage would land 1 second after burning ends)
Both options reduce the number of hits of damage during burning to 1.This is a very large nerf in terms of outright damage dealing capability (almost halving the net damage!). But option2 further hits the skill by making it much more susceptible to disruption. The power(and unbalancing effect) of this skill comes from using it in concert with other eles in a coordinated spike. Both changes really only address the single pve ele which is where this skill is not considered overpowered. The best possible change would be to lower the damage to maybe 95-100 @ 16 fire(while keeping the burning@ 7). This keeps the spell largely intact for pve, but lowers the damage output of a coordinated spike to manageable levels.
Thom Bangalter
Quote:
Originally Posted by Grammar
100% correct.
This nerf did nothing to PvP SF teams with multiple Eles spamming SF at the same time.
What it DID do, however, is hurt the single SF Ele in PvE. Single PvE Eles just lost quite a bit of damage potential with this nerf.
Possible PvE solutions: Always bring dual SF Eles and have them coordinate their attacks; or maybe throw Mark of Rodgort into the SF build (now that it's AoE matches that of SF) so you don't have to restart the burning as often.
Everyone and their grandmother (but apparently not Anet) knew that the correct way to nerf SF in PvP while not hurting it too much in PvE was to increase the cast time to 2 seconds. While the first part is spot on, a 2 second cast in pvp would kill it there too, because then it's just d shot fodder. The correct way to fix it was to adjust the damage.
This nerf did nothing to PvP SF teams with multiple Eles spamming SF at the same time.
What it DID do, however, is hurt the single SF Ele in PvE. Single PvE Eles just lost quite a bit of damage potential with this nerf.
Possible PvE solutions: Always bring dual SF Eles and have them coordinate their attacks; or maybe throw Mark of Rodgort into the SF build (now that it's AoE matches that of SF) so you don't have to restart the burning as often.
Everyone and their grandmother (but apparently not Anet) knew that the correct way to nerf SF in PvP while not hurting it too much in PvE was to increase the cast time to 2 seconds. While the first part is spot on, a 2 second cast in pvp would kill it there too, because then it's just d shot fodder. The correct way to fix it was to adjust the damage.
Milky Goodness
Eh 5 seconds is managable, but the hit to glowing gaze is silly. Actually pretty happy that I dont have time to play this game much anymore. Eh I leave for a week, come back, Everything is different, get bored disappear for another week. Most of the people I like seem to be leaving this game because of all the weird changes and what not. Also there is no "right" way to handle searing flames. As right and wrong is just a matter of opinion. which ranges from remove it from game, to hey it wasn't strong enough. Honestly I thought it was just fine.
Crazyvietguy
Quote:
Originally Posted by Milky Goodness
Honestly I thought it was just fine.
Uhh... do you even play this game?
And glowing gaze was a nerf in response to SF. I think the nerf is justified. It keeps one SF ele from playing god in PvE and Arenas (RA/TA).
A lot of people think SF should have been nerfed even more, but I think this will do for now.
And glowing gaze was a nerf in response to SF. I think the nerf is justified. It keeps one SF ele from playing god in PvE and Arenas (RA/TA).
A lot of people think SF should have been nerfed even more, but I think this will do for now.
Milky Goodness
A silly question... eles were far from gods. Even in pve they were not. Granted with searing flames in its original state it eles did own monsters fairly well at times. but honestly certain enemies couldn't even be approached like that. namely necros, warriors and paragons. also if any of the monsters turned on the ele, which they often did, the ele was toast. glowing gaze was fine. could be used for adequate energy managment. now its just like a lot of other things... half assed. with the 5 second burn on sf now it would in essence reduce the dps anyway. and umm.... ai is usually a lot smarter than other players. honestly players will stand in aoe far longer than an npc. not to mention how dumb many players can be when it comes to following kiting opponents. npc's do fall short of a competent team, yet even in pvp, those can be far and inbetween. eh i might take a break from this junk and go back to unreal tournament. the original not the stinky 2k3/2k4. so not overly concerned how or what anet does anyway.
LightningHell
Quote:
Originally Posted by Mr_Cynical
I think this is actually one of the best nerfs Anet have ever done. They have cut back the 'overpoweredness' (by decreasing the burning to the same as immolate, exactly what I suggested a while back) without making the skill completely and utterly useless (take a bow Spirit Bond).
I forgot to comment, Spirit Bond is still useful.
Just not for farming.
Just not for farming.
Xpl0iter
Quote:
Originally Posted by Crazyvietguy
And glowing gaze was a nerf in response to SF. I think the nerf is justified. It keeps one SF ele from playing god in PvE and Arenas (RA/TA).
A lot of people think SF should have been nerfed even more, but I think this will do for now.
There were threads where this was discussed a while back, and it was said many times that the damage should have been reduced to reduce its spiking ability, and not the burning time, or cast time increment.
Reason? Biggest complaint was that it was used by many foes to spike at once, preferably more than 2 at once. At its new state, there is no different still. It still does the very same amount of damage, and yet, still manageable to some extent.
As far as "other people think" issue goes, those other people loved playing their original heal party eles, flag runners, flash bots, etc. But... lets not go there, aite?
If you need those threads, and posts in specific for me to back my silly words with over here, just give me a shout.
The hit on Glowing gaze was silly as well. Every thing boiled down to SPIKING, and nerfing SF to its current state, along with Glowing gaze's incremented recharge, made not much of a difference IMHO.
To lightning hell, i definetly agree. Having one prot spirit and spirit bond makes a whole lot of difference in most areas.
Darkest.
riojin
Quote:
Originally Posted by Thom Bangalter
While the first part is spot on, a 2 second cast in pvp would kill it there too, because then it's just d shot fodder. The correct way to fix it was to adjust the damage.
i couldnt agree more - usually when i go to comment bangy usually has already said what i wanted to say
Phades
Quote:
Originally Posted by lizahtteo
15, 1, 2
burning time cause -7 hp degen
recharge time shall be increased to 8 or 10
energy cost shall be 25
reduce burning time by 1 second
this will reduce the number of newbie elementalist that rely only on this skill. Perhaps you might have missed the fact that searing flames is not rodgort's invocation and doesnt even remotely function similar to it.
burning time cause -7 hp degen
recharge time shall be increased to 8 or 10
energy cost shall be 25
reduce burning time by 1 second
this will reduce the number of newbie elementalist that rely only on this skill. Perhaps you might have missed the fact that searing flames is not rodgort's invocation and doesnt even remotely function similar to it.
Mouse at Large
Quote:
Originally Posted by lizahtteo
15, 1, 2
burning time cause -7 hp degen
recharge time shall be increased to 8 or 10
energy cost shall be 25
reduce burning time by 1 second
this will reduce the number of newbie elementalist that rely only on this skill. Brilliant logic - take a skillset that ACTUALLY WORKS and nerf it down to near uselessness so it's as bad as the rest and does not stand out.
To my way of thinking, the tactic should be to BUFF other skills so an elementalist (including "newbies" - which we were all once) have a wider range of attractive skillbars and skill combinations in ALL attributes.
burning time cause -7 hp degen
recharge time shall be increased to 8 or 10
energy cost shall be 25
reduce burning time by 1 second
this will reduce the number of newbie elementalist that rely only on this skill. Brilliant logic - take a skillset that ACTUALLY WORKS and nerf it down to near uselessness so it's as bad as the rest and does not stand out.
To my way of thinking, the tactic should be to BUFF other skills so an elementalist (including "newbies" - which we were all once) have a wider range of attractive skillbars and skill combinations in ALL attributes.
glountz
Searing Flames is left untouched.
Just go in HoH.
While being mindless spamming, Searing Flames still rampages. It's a group-spike without the need to coordinate. Just spam the same target. If it survives, nearby ones won't.
That's somewhat a shame that such a build needs very superior skill (i.e positionning to avoid mass spiking, interrupts, a high monking skill to handle both pressure and spike ability) to be beaten and/or countered.
And yes, I got my fair amount of defeats against this build, and yes, I also played it. Its real strenght lies in its simplicity.
Just go in HoH.
While being mindless spamming, Searing Flames still rampages. It's a group-spike without the need to coordinate. Just spam the same target. If it survives, nearby ones won't.
That's somewhat a shame that such a build needs very superior skill (i.e positionning to avoid mass spiking, interrupts, a high monking skill to handle both pressure and spike ability) to be beaten and/or countered.
And yes, I got my fair amount of defeats against this build, and yes, I also played it. Its real strenght lies in its simplicity.
Pwny Ride
Quote:
Originally Posted by Mouse at Large
Brilliant logic - take a skillset that ACTUALLY WORKS and nerf it down to near uselessness so it's as bad as the rest and does not stand out.
To my way of thinking, the tactic should be to BUFF other skills so an elementalist (including "newbies" - which we were all once) have a wider range of attractive skillbars and skill combinations in ALL attributes. Wow, what you just said defines what happens to mesmers almost every update
To my way of thinking, the tactic should be to BUFF other skills so an elementalist (including "newbies" - which we were all once) have a wider range of attractive skillbars and skill combinations in ALL attributes. Wow, what you just said defines what happens to mesmers almost every update