Skill Update looks good

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

It looks like the changed functionality and buffs to certain skills did go through. Some have been tweaked, but overall it was nice to see that I'll definitely be using more rit skills in builds than I previously did.
It's very cool.

Ace~O~Spade

Ace~O~Spade

Ascalonian Squire

Join Date: Dec 2006

SD

Cheese It [BOX]

Rt/Mo

yea i guess it was way better than bfore. but y do they have to switch bloodsong to a different attribute? it was fine where it was...

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

That was big thing I knew would get some flack.
I guess many communing rits will be angry at that change, but with all the feedback and complaining it still went through. I guess the devs thought that the change would be better for rits overall?
I do not know. All I know is that as a channeling rit, having bloodsong for a spirit now, although I would have been happen to have anguished was lingwah or even anguish, is pretty cool for me.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

I suppose the 10% for Glaive is OK... it would have been nice at 25%, but at least now it's not such a rejected skill.

I only have two reasons why they would have moved Bloodsong into the Channeling line for the benefit of the channeling line:

1. The only other spirit there is Destruction
2. Bloodsong self-heals, enliving its duration.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

It's too bad Glaive is still the kinder surprise egg as it doesn't do any AP now. lol
What does this skill do from one update to the next?
Maybe next update we can pass it to our enemies!

I should note that I am liking that they kept the AP bonus in. I'll have to see how much that 10% affects channeling spikes.

Bargamer

Krytan Explorer

Join Date: May 2006

Rt/N

lawl, Jagged Bones got nerfed. No surprise, except that I hope they compromise at 10 seconds. As it is, you pretty much HAVE to put Jagged Bones onto your Necro-main Hero to see much of an effect in PVE. Here's hoping that they eventually get to work on my Minion Cap button suggestions. (Yeah, fat chance.)

Speaking of the Necro Hero, Bitter Chill and Deathly Swarm buffs made him happy. Gonna take another look at the Rit skills after dinner.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Recent update: DwG now has the 10% armour penetration ... ty anet^^.

Oso Minar

Oso Minar

Lion's Arch Merchant

Join Date: Jun 2006

Zealots of Shiverpeak [ZoS]

Rt/

I LIKE IT. We got some neat new tricks, that's for sure! I'll post back to say if I've found anything particularly broken and/or gamebreaking. If we can find what is wrong, they'll let us keep all the sweet, sweet stuff that is right.

Thanks, Anet! Let the testing begin!

Pwny Ride

Pwny Ride

Wilds Pathfinder

Join Date: Oct 2006

Aussieland

Prime Players Of [OSHA] ~ [dth] alliance. <3

Me/E

Quote:
Originally Posted by Terra Xin
Recent update: DwG now has the 10% armour penetration ... ty anet^^. Rt dance party at Shing Jea Monastery eng 1

JoeKnowMo

JoeKnowMo

Jungle Guide

Join Date: Oct 2005

Wessst Siiide, USA

Mo/

Looks good for the most part. DwG at 10% is not worth an elite slot.

Use Ensign's dmg calculator tool and you'll see that it hardly buffs dmg. A 63 dmg skill (renewing surge at 16 Channel) does 70 dmg on a 60 AL target vs. 82 at 25% AP. Spirit Rift (142 dmg against 60 AL) does 158 dmg at 10% AP vs. 184 at 25% AP.

The difference is even more stark as AL goes up due to the AP being a %.

Can't complain too much. Weapon of Shadow is actually useful now.

Problem is Anet never actually allowed us to try out DwG at 25% AP. During the last test weekend it was doing 40% AP and then got shafted down to 5%. Now it's 10%.

25% seems reasonable since it takes an elite slot and you can only use one item spell at a time. You lose your e-mgmt elite if you take it so you can't keep up the dmg forever.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

From what I've read and seen the AP for DwG was a -AL and not a %.
That's why it's been so whacky doing obscene damage to 60AL in the first weekend because it was -25AL, and now it's doing much less damage as it's been changed to -6AL.
I hope the devs can work out the AP% mechanic properly and use that instead, as the -AL mechanic makes it sketchy.

Pwny Ride

Pwny Ride

Wilds Pathfinder

Join Date: Oct 2006

Aussieland

Prime Players Of [OSHA] ~ [dth] alliance. <3

Me/E

Quote:
Originally Posted by JoeKnowMo
Looks good for the most part. DwG at 10% is not worth an elite slot.

Use Ensign's dmg calculator tool and you'll see that it hardly buffs dmg. A 63 dmg skill (renewing surge at 16 Channel) does 70 dmg on a 60 AL target vs. 82 at 25% AP. Spirit Rift (142 dmg against 60 AL) does 158 dmg at 10% AP vs. 184 at 25% AP.

The difference is even more stark as AL goes up due to the AP being a %.

Can't complain too much. Weapon of Shadow is actually useful now.

Problem is Anet never actually allowed us to try out DwG at 25% AP. During the last test weekend it was doing 40% AP and then got shafted down to 5%. Now it's 10%.

25% seems reasonable since it takes an elite slot and you can only use one item spell at a time. You lose your e-mgmt elite if you take it so you can't keep up the dmg forever. okay let me just say one thing, anyone who relies on Ensigns calculator tool without testing it for themselves in PvE or PvP needs to go take a long walk of an extremely short pier, and have you TRIED this against squishies with say...any chanelling skill? go test it yourself, 150 dmg+ vs an ele in AB gives thumbs up for me.

DwG + Chanelled Strike + Spirit Burn = mass spike