My take on the update
Ozric
This is coming from a pve Ele. I won't comment on the things I never use to keep it short. Well,..maybe a couple I will.
~Blinding Surge: increased Energy cost to 10.
Saw very little use to me anyway, though it was a convenient way to blind for little cost while providing little damage.
~Searing Flame: decreased Burning duration to 1..5 seconds.
We all new something was coming. I didn't use it too much except in DoA and FoW anyway.
~Glowing Gaze: increased recharge time to 8 seconds.
See above.
~Fire Storm: decreased Energy cost to 10, increased damage to 5..35.
Do I dare put this back on my skillbar after not using it in over a year?
~Sandstorm: reduced unconditional damage to 10..30, increased recharge time to 30 seconds.
Ouch,...just ouch. Bye bye Sandstorm,..hey, we had some good times though, didn't we?
~Eruption: increased damage to 10..40. This spell now causes Blindness on each pulse.
Much needed help here. Will definately give it a whirl.
~Unsteady Ground: decreased Energy cost to 10, increased damage to 10..40.
This skill will also see more play. It's been locked away in the cupboard since Sandstorm hit the stores.
~Churning Earth: decreased Energy cost to 15, increased damage to 10..40.
Same opinion on this as Eruption. I'll give it a go.
~Savannah Heat: decreased Energy cost to 5, increased recharge time to 25 seconds.
Hmm,....
~Arc Lightning: increased Conditional damage to 15..60.
Thank you Anet. I have been trying to use this more often actually. Now I have more of an excuse to use it.
~Lightning Hammer: decreased recharge time to 4 seconds.
With that, I'll use this more often as well. Even though I still think it costs too much energy.
~Lightning Bolt: increased Conditional damage 5..50.
Big Thumbs Up!
~Frozen Burst: decreased recharge time to 5 seconds, decreased damage to 10..85.
Good!
~Shard Storm: increased damage to 10..85.
Good!!
~Water Trident: increased projectile speed by 25%.
Now we're talkin'!
~Icy Prism: decreased recharge time to 2 seconds.
Yes!
~Frigid Armor: decreased casting time to 1 second.
Definately needed it,..Water prots are cumbersome.
~Icy Shackles: increased recharge time to 12 seconds, decreased duration to 4..10, functionality changed to: "Target foe's movement is slowed by 66%. If that foe is under the effects of an Enchantment, target's movement is slowed by 90% instead."
This skill was dead on arrival. Maybe it'll be remotely useful now but it's no Shatterstone.
~Immolate: decreased recharge time to 3 seconds.
I've only used this to burn down that crazy Mesmer Construct. Still doubt I'll use it but maybe I should at times.
~Mark of Rodgort: increased area-of-effect to "nearby."
Wow,.. playing Earth and Air so much these past few months I've totally missed when they ever made MoR an aoe hex. Now for the price of only 15 energy I can hex my target and all those *blink-blink* nearby?? Who cares if they nerf SF to oblivion, this combo is still deadly.
~Flame Djinn's Haste: decreased recharge time to 10 seconds, increased duration to 5..20 seconds.
Ok, this is now effectively a better skill than Storm Djinn's Haste, and that just feels wrong to me.
~Stoning: increased damage to 15..105.
Thumbs Up.
~Stone Daggers: increased damage to 8..33.
Big Thumbs Up.
~Shockwave: increased damage to 15..60.
My Zhed lavishes praise upon Anet.
~~~~On other skills though,...
~Rend Enchantments: decreased Energy cost to 5, decreased casting time to 1 second.
I can't tell you in any words I can use on this forum how upset I am about this decision, but my Necro will take it with him on every trip into pvp of that I'm sure.
~Corrupt Enchantments: decreased Energy cost to 5.
More enchantment hate,...but why?
~Rip Enchantment: decreased sacrifice to 30..10% of maximum Health.
Ok I'm beginning to see a trend here. Did I forget to send Anet a Xmas card or something?
Ok I'm done for now. Let's try some of these out!
~Blinding Surge: increased Energy cost to 10.
Saw very little use to me anyway, though it was a convenient way to blind for little cost while providing little damage.
~Searing Flame: decreased Burning duration to 1..5 seconds.
We all new something was coming. I didn't use it too much except in DoA and FoW anyway.
~Glowing Gaze: increased recharge time to 8 seconds.
See above.
~Fire Storm: decreased Energy cost to 10, increased damage to 5..35.
Do I dare put this back on my skillbar after not using it in over a year?
~Sandstorm: reduced unconditional damage to 10..30, increased recharge time to 30 seconds.
Ouch,...just ouch. Bye bye Sandstorm,..hey, we had some good times though, didn't we?
~Eruption: increased damage to 10..40. This spell now causes Blindness on each pulse.
Much needed help here. Will definately give it a whirl.
~Unsteady Ground: decreased Energy cost to 10, increased damage to 10..40.
This skill will also see more play. It's been locked away in the cupboard since Sandstorm hit the stores.
~Churning Earth: decreased Energy cost to 15, increased damage to 10..40.
Same opinion on this as Eruption. I'll give it a go.
~Savannah Heat: decreased Energy cost to 5, increased recharge time to 25 seconds.
Hmm,....
~Arc Lightning: increased Conditional damage to 15..60.
Thank you Anet. I have been trying to use this more often actually. Now I have more of an excuse to use it.
~Lightning Hammer: decreased recharge time to 4 seconds.
With that, I'll use this more often as well. Even though I still think it costs too much energy.
~Lightning Bolt: increased Conditional damage 5..50.
Big Thumbs Up!
~Frozen Burst: decreased recharge time to 5 seconds, decreased damage to 10..85.
Good!
~Shard Storm: increased damage to 10..85.
Good!!
~Water Trident: increased projectile speed by 25%.
Now we're talkin'!
~Icy Prism: decreased recharge time to 2 seconds.
Yes!
~Frigid Armor: decreased casting time to 1 second.
Definately needed it,..Water prots are cumbersome.
~Icy Shackles: increased recharge time to 12 seconds, decreased duration to 4..10, functionality changed to: "Target foe's movement is slowed by 66%. If that foe is under the effects of an Enchantment, target's movement is slowed by 90% instead."
This skill was dead on arrival. Maybe it'll be remotely useful now but it's no Shatterstone.
~Immolate: decreased recharge time to 3 seconds.
I've only used this to burn down that crazy Mesmer Construct. Still doubt I'll use it but maybe I should at times.
~Mark of Rodgort: increased area-of-effect to "nearby."
Wow,.. playing Earth and Air so much these past few months I've totally missed when they ever made MoR an aoe hex. Now for the price of only 15 energy I can hex my target and all those *blink-blink* nearby?? Who cares if they nerf SF to oblivion, this combo is still deadly.
~Flame Djinn's Haste: decreased recharge time to 10 seconds, increased duration to 5..20 seconds.
Ok, this is now effectively a better skill than Storm Djinn's Haste, and that just feels wrong to me.
~Stoning: increased damage to 15..105.
Thumbs Up.
~Stone Daggers: increased damage to 8..33.
Big Thumbs Up.
~Shockwave: increased damage to 15..60.
My Zhed lavishes praise upon Anet.
~~~~On other skills though,...
~Rend Enchantments: decreased Energy cost to 5, decreased casting time to 1 second.
I can't tell you in any words I can use on this forum how upset I am about this decision, but my Necro will take it with him on every trip into pvp of that I'm sure.
~Corrupt Enchantments: decreased Energy cost to 5.
More enchantment hate,...but why?
~Rip Enchantment: decreased sacrifice to 30..10% of maximum Health.
Ok I'm beginning to see a trend here. Did I forget to send Anet a Xmas card or something?
Ok I'm done for now. Let's try some of these out!
jesh
My guess is the enchant removal skills were changed to indirectly counter all the stoneflesh/mystic tankers. I'm sure YOU weren't one of them, right??
Durik Lakmor
Makes me sad about sandstorm...seem excessive
S_Serpent
Quote:
Originally Posted by jesh
My guess is the enchant removal skills were changed to indirectly counter all the stoneflesh/mystic tankers. I'm sure YOU weren't one of them, right??
lol, like that was the problem, don't make me laugh
just give eles no melee range dmg skills, and they wouldn't have needed it to get dmg reduction or extra armor!
lol, like that was the problem, don't make me laugh
just give eles no melee range dmg skills, and they wouldn't have needed it to get dmg reduction or extra armor!
Red_Dragon56
More hate on Devishes most likely.
bungusmaximus
Quote:
Originally Posted by Ozric
I can't tell you in any words I can use on this forum how upset I am about this decision, but my Necro will take it with him on every trip into pvp of that I'm sure.
~Corrupt Enchantments: decreased Energy cost to 5.
More enchantment hate,...but why?
~Rip Enchantment: decreased sacrifice to 30..10% of maximum Health.
Ok I'm beginning to see a trend here. Did I forget to send Anet a Xmas card or something?
Ok I'm done for now. Let's try some of these out! OK people time to take your stoneflesh tank and shove it where the sun doesn't shine. If not you will be in for a very unpleasant surprise . They didn't nerf mystic regeneration so they invented another way to balance it, perfectly fine by me.
Ozric
Nah you guys got me all wrong. I know about the Stoneflesh tanker but I haven't played it at all. Hadn't played any pvp since NF came out I don't think. But c'mon. Ele's are dependant on enchants and for 5 energy and a second of your time a necro can fubar that. 5 energy and they can erase all enchants on target,..yeah I think that's a bit much. I'm not even coming from pvp standpoint but just how bothersome Chained Souls and Dying Nightmares are now.
Pwny Ride
this is the wrong place for this discussion isnt it?
LightningHell
5e...and what's the recharge?
Closed, by the way. Go to the test weekend forum.
Closed, by the way. Go to the test weekend forum.