the new updates
olly123
so with these new updated :
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* Zealous Benediction: decreased Energy gained to 7.
* Convert Hexes: decreased casting time to 1 second.
* Deny Hexes: attribute changed to divine favor.
* Reverse Hex: decreased casting time to .25 second.
* Reversal of Damage: decreased recharge time to 6 seconds.
* Signet of Rejuvenation: increased the amount of unconditional healing to 15..75.
* Smite Hex: decreased recharge time to 12 seconds.
Zealous Benediction is simply too powerful, so we've reduced the amount of Energy gain it supplies. This, combined with the change to Glyph of Lesser Energy, should help to diversify Monk elites. We wanted to improve a few of the less attractive Hex-removal options without increasing the pacing of Hex removal overall. Reverse Hex adds a quick-casting 10 Energy option, and the improved casting time for Convert Hexes makes it more usable for multiple removals. Smite Hex was improved to match the pacing of Holy Veil, and Deny Hexes was moved to the Divine Favor attribute to give it a guaranteed removal and better synergy. We added additional healing to Signet of Rejuvenation, making it a better zero-Energy option for Healing Prayers. In a similar vein, Reversal of Damage received an improved recharge time to give Smiting Prayers a more usable, low-recast skill. what do u think will become of these things,
/descuss
i my self still seeing ZB being used (baring in mind i haven't played gw since update) tho it wont b the most favored build around, tho still a nice heal for a mere 3 energy cant go a miss
the 3 hex moves i cant quote on as i don't run any of them so i didn't know what the difference was.
i believe with the sig it will make it more popular that sig of devotion on healing builds
and smite hex is nice it always was, always used it on my smiter/tank but now its up there with vial, but i prefer vial for the prevail option and the double time taken to cast it.
so what do u think?
Polynikes of Sparta
ZB: I agree with the change. Even with it costing 3 energy while below 50%, it is a potent heal for the Protection Prayers line.
All the hex crap: I DONT CARE
Sig of Rejuv: Will run on Healer more frequently! So bored of the low heals of SoD...
Smite Hex: GREAATT!!! I'll still run Veil, though. Make it 10 or 8 second recharge and maybe I'll think twice.
ooo BTW:
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Monk:All the hex crap: I DONT CARE
Sig of Rejuv: Will run on Healer more frequently! So bored of the low heals of SoD...
Smite Hex: GREAATT!!! I'll still run Veil, though. Make it 10 or 8 second recharge and maybe I'll think twice.
ooo BTW:
Quote:
* Zealous Benediction: decreased Energy gained to 7.
* Convert Hexes: decreased casting time to 1 second.
* Deny Hexes: attribute changed to divine favor.
* Reverse Hex: decreased casting time to .25 second.
* Reversal of Damage: decreased recharge time to 6 seconds.
* Signet of Rejuvenation: [increased the amount of unconditional healing to 15..75.
* Smite Hex: decreased recharge time to 12 seconds.
Zealous Benediction is simply too powerful, so we've reduced the amount of Energy gain it supplies. This, combined with the change to Glyph of Lesser Energy, should help to diversify Monk elites. We wanted to improve a few of the less attractive Hex-removal options without increasing the pacing of Hex removal overall. Reverse Hex adds a quick-casting 10 Energy option, and the improved casting time for Convert Hexes makes it more usable for multiple removals. Smite Hex was improved to match the pacing of Holy Veil, and Deny Hexes was moved to the Divine Favor attribute to give it a guaranteed removal and better synergy. We added additional healing to Signet of Rejuvenation, making it a better zero-Energy option for Healing Prayers. In a similar vein, Reversal of Damage received an improved recharge time to give Smiting Prayers a more usable, low-recast skill.
~Polynikes
Epic Monkey Battle
ZB: At first I was a little dissapointed about the ZB debuff, but in the end I agree with it.
Reverse Hex: basically it now comes down to this Reverse Hex > Shadow Prison Assassins.
Smite Hex: not too bad, on par with veil, but you can't pre-veil with smite hex.
Sigent Of Rejuvanation: Nice buff to this skill, as it was probably underused.
As for the rest of the skills they probably wont see too much play, maybe with the exception of convert on a /Mo support char.
Reverse Hex: basically it now comes down to this Reverse Hex > Shadow Prison Assassins.
Smite Hex: not too bad, on par with veil, but you can't pre-veil with smite hex.
Sigent Of Rejuvanation: Nice buff to this skill, as it was probably underused.
As for the rest of the skills they probably wont see too much play, maybe with the exception of convert on a /Mo support char.
moko
i <3 the ZB crap
now crap players that use it and still play decently have to think a LITTLE bit more than before. ;D
convert is teh sex on a /mo caster now.
deny hexes is still rather shit. might be good on a boon signet/devotion/blessed sig bonder so you remove 3 hexes after all sigs, but nah. remains sucky.
reverse is still very very crap.
reversal of damage, who cares about smite?
smite hex is awesome, but ill rather have veil -- guess smite hex is finally a really good option for healers boon or a monk bar in an NR build.
signet of rej is yay.
now crap players that use it and still play decently have to think a LITTLE bit more than before. ;D
convert is teh sex on a /mo caster now.
deny hexes is still rather shit. might be good on a boon signet/devotion/blessed sig bonder so you remove 3 hexes after all sigs, but nah. remains sucky.
reverse is still very very crap.
reversal of damage, who cares about smite?
smite hex is awesome, but ill rather have veil -- guess smite hex is finally a really good option for healers boon or a monk bar in an NR build.
signet of rej is yay.
Tsunami Rain
meh. changes are for the good of us all i guess. doesn't really affect me too much.
Polynikes of Sparta
I guess HB Monks are pure shit now with the Glyph of Lesser Energy nerf, huh?
~Polynikes
~Polynikes
olly123
Quote:
Originally Posted by Polynikes of Sparta
I guess HB Monks are pure shit now with the Glyph of Lesser Energy nerf, huh?
~Polynikes not really HP wasnt the only reason ppl ran HB u know. i rally ever used that move any way :P ( i take it that is what u mean with the GoLE nerf, cos every other spell is 5 energy,). and tbh GoLE is still fine ur crying to much to look on the brightside. id rather cast HB at 5 energy than 15 so its still very much usefull. jsut becuase u cant do it at 0 energy doenst mean its dead
~Polynikes not really HP wasnt the only reason ppl ran HB u know. i rally ever used that move any way :P ( i take it that is what u mean with the GoLE nerf, cos every other spell is 5 energy,). and tbh GoLE is still fine ur crying to much to look on the brightside. id rather cast HB at 5 energy than 15 so its still very much usefull. jsut becuase u cant do it at 0 energy doenst mean its dead
Anarion Silverhand
ZB: Fair.
Smite Hex: Great. It might even work its way into some bars. Althought I'd take Veil over it any day.
Sig of Rejuv: Great buff. It was needed imo.
Smite Hex: Great. It might even work its way into some bars. Althought I'd take Veil over it any day.
Sig of Rejuv: Great buff. It was needed imo.
moko
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Originally Posted by Polynikes of Sparta
I guess HB Monks are pure shit now with the Glyph of Lesser Energy nerf, huh?
~Polynikes no. l2p/learn to manage your energy.
wow its what now, 5 energy more per heal party? wow.
and sig of rej is now taking my spot on my arenas bar where i used to have shielding hands/gift. <3
~Polynikes no. l2p/learn to manage your energy.
wow its what now, 5 energy more per heal party? wow.
and sig of rej is now taking my spot on my arenas bar where i used to have shielding hands/gift. <3
ArKaiN
the changes to GolE and ZB are so inconsequential they're almost absurd.
omg, I have to pay 5 energy for heal party instead of zero?!
Holy crap, now I pay 3 energy if I use ZB?
jesus. Stupid.
omg, I have to pay 5 energy for heal party instead of zero?!
Holy crap, now I pay 3 energy if I use ZB?
jesus. Stupid.
Wilhelm
I don't like the fact that as a monk, 2 skills that are seen on 90% of Arena skill bars (Zb, GoLe) were nerfed a bit, while actual skills that are needing a nerf arn't (SF, BoA sin attack chain)
I could care less about the crap hex removal.
I could care less about the crap hex removal.
MrSlayer
BoA isn't overpowered. A decent Monk can easily stop the combo, and there are alot of other builds which can shut it down. It also has to recharge between combos, and if a single attack misses, back to square one.
ArKaiN
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Originally Posted by MrSlayer
BoA isn't overpowered. A decent Monk can easily stop the combo, and there are alot of other builds which can shut it down. It also has to recharge between combos, and if a single attack misses, back to square one.
I used to think so, but then I met 2 sins who actually know what they're doing (amazingly yes, they do exist).
Its...not an easy build to counter, if they're good. Because you're not always expecting them when they *poof* in and start kicking your ass.
If any sins are reading this: yes, you can actually spike people later in a match, and not in the first 15 seconds, when everyone and their grandmothers are expecting it.
Its...not an easy build to counter, if they're good. Because you're not always expecting them when they *poof* in and start kicking your ass.
If any sins are reading this: yes, you can actually spike people later in a match, and not in the first 15 seconds, when everyone and their grandmothers are expecting it.
Trylo
or you could just bring [skill]Guardian[/skill]... maybe i just havent met these 'good' sins yet...
anyways, i MIGHT think about using reverse hex now, i really wished they just made it 1 sec cast 5 energy though.
convert = good
i dont use heal... sig of rej is nice i guess... but at 6 or 7 healing which i use... naw.
anyways, i MIGHT think about using reverse hex now, i really wished they just made it 1 sec cast 5 energy though.
convert = good
i dont use heal... sig of rej is nice i guess... but at 6 or 7 healing which i use... naw.
Age
I still like and prefer the 10 energy regain form ZB but I can live with 7 as to the hex removals.I more concerned with conditions but like most of you would use vial.I haven't tried most of the changes to hex removals and don't have deny hex.
Grammar
Quick question about a possible inconsistency...
1. As it relates to Gift of Health, is Sig of Rejuvenation considered a healing prayers "skill" that would be disabled by using GoH?
2. As it relates to Deny Hexes, is Sig of Devotion considered a divine favor "skill" that when recharging would trigger an additional hex removed by Deny Hexes.
My initial response would be yes to the first question and no to the second question.
But that is a direct contradiction, is it not?
If Sig of Rejuvenation is disabled by GoH (which I'm pretty sure I remember to be the case), then a recharging Sig of Devotion SHOULD trigger an additional rex removed when casting Deny Hexes, which I don't think it does.
Need to go grab Deny Hexes and give it a test...
1. As it relates to Gift of Health, is Sig of Rejuvenation considered a healing prayers "skill" that would be disabled by using GoH?
2. As it relates to Deny Hexes, is Sig of Devotion considered a divine favor "skill" that when recharging would trigger an additional hex removed by Deny Hexes.
My initial response would be yes to the first question and no to the second question.
But that is a direct contradiction, is it not?
If Sig of Rejuvenation is disabled by GoH (which I'm pretty sure I remember to be the case), then a recharging Sig of Devotion SHOULD trigger an additional rex removed when casting Deny Hexes, which I don't think it does.
Need to go grab Deny Hexes and give it a test...
Effigy
Veil is still better in most situations unless you're running NR or something.
some guy
Ummm.... I feel that the ZB nerf was unnecessary. Like Wilhelm said, BoAs and SFs should be nerfed.
I'm not saying that monks have no defence against BoAs, a good monk can shut them down completely.
I'm not saying that monks have no defence against BoAs, a good monk can shut them down completely.
Racthoh
Deny Hexes works well with Signet of Devotion for snag two hexes however you also have to consider the benefits of a preveil. In comparison, I think it strictly comes down to preference.
The ZB nerf wasn't necessary unless the 4v4 formats are what balanced is based around. Light of Deliverance, Healer's Boon, Divert Hexes seem far more common in the higher tiers of play (from an observer's point of view). If anything, Healing Light should've been given a boost to match ZB's healing power even if the conditional is in most cases easier to meet. The nerf would've been justified if Soul Reaping was hit properly.
Reverse Hex works well to stop BoA/SPs if they aren't carrying Siphon Speed or Expose Defenses to meet the hex conditional of their offhands.
The ZB nerf wasn't necessary unless the 4v4 formats are what balanced is based around. Light of Deliverance, Healer's Boon, Divert Hexes seem far more common in the higher tiers of play (from an observer's point of view). If anything, Healing Light should've been given a boost to match ZB's healing power even if the conditional is in most cases easier to meet. The nerf would've been justified if Soul Reaping was hit properly.
Reverse Hex works well to stop BoA/SPs if they aren't carrying Siphon Speed or Expose Defenses to meet the hex conditional of their offhands.
placebo overdose
Quote:
Originally Posted by some guy
Ummm.... I feel that the ZB nerf was unnecessary. Like Wilhelm said, BoAs and SFs should be nerfed.
I'm not saying that monks have no defence against BoAs, a good monk can shut them down completely. wow ok you need something checked 1stZB was way overpowered and might still be 2nd stop complaining about boa's or SF or blah blah blah they all can be stopped easy
what are you amazed a sin can poof in and kill someone or are you more amazed that an already nerfed skill can damage and burn you
I'm not saying that monks have no defence against BoAs, a good monk can shut them down completely. wow ok you need something checked 1stZB was way overpowered and might still be 2nd stop complaining about boa's or SF or blah blah blah they all can be stopped easy
what are you amazed a sin can poof in and kill someone or are you more amazed that an already nerfed skill can damage and burn you
Racthoh
Quote:
Originally Posted by placebo overdose
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what are you amazed a sin can poof in and kill someone or are you more amazed that an already nerfed skill can damage and burn you
Playing monk is a lot harder than pressing 123456 (and sometimes a 7) then waiting 20 seconds.
Laenavesse
Well BoA has been nerfed, so I don't think you should have worries, though really, if you saw them and saw the hex, you should have the prots up.
I brought sig of rejuvenation for energy gain actually xD That's cos I used Channeling and popped it on whenever I was being attacked. Free heal, and free bit of energy. the "nerf" to ZB is also not that bad, I think it's alright, nothing to complain about. Effigy
BoA is dead. Long live Tiger Stance!
Melody Cross
I am probably going to regret this...
With the change to Deny Hexes, BoonProt may once again be a viable build, considering the meta you face. BProts tend to have lots of 10 second recharge skills so that you tend to have something in DF recharging most of the time anyway. My guild let me try a corny build for the weekend with a 3-monk backline. Our runner was a Peace and Harmony BoonProt. Now everyone can groan and say how much PnH sucks, but thats because its usually used as a single monk energy manager and most of the testing I remember being done with it was back in the 2-monk backline days. With a larger backline--like the 3-monk backlines we see and use a lot today--PnH is actually one of the most powerful energy managers in the game. Not for a BProt; the energy is rather tight when the runner was asked to solo. But 8v8, the LoD and RC monks were able to spam quite fiercely and stand up to pressure for longer periods of time than the other team. When you put Deny Hexes onto a flag run build like that, with all those recharging DF skills, Deny is really really strong against hex stacks. A BLight runner might be a good choice too again. The reason people stopped running BLight was because it was mostly used to heal and remove a hex at the same time. Now it can be a good all-around skill, and with using sig of devotion too, you can fuel deny for a strong heal. So, Deny is not very good for the builds we are using now, but it could prove very useful in the builds we used to use, or builds we make around it. Don't know if that makes sense GGs moko
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Originally Posted by Melody Cross
So, Deny is not very good for the builds we are using now, but it could prove very useful in the builds we used to use, or builds we make around it. Don't know if that makes sense
GGs this is very very true, i actually thought the exact same things at some point -- and starting playing Blight again! :] but that BProt idea is awesome! didnt think about it at the slightest. Simath
Quote:
Originally Posted by Grammar
1. As it relates to Gift of Health, is Sig of Rejuvenation considered a healing prayers "skill" that would be disabled by using GoH?
Yes it will be disabled by using GoH.
The nerf to ZB really wasn't too bad. Assuming Protection Prayers are at 14 (12+1+1) ZB will still heal for around 170 plus the Divine Favor bonus. So it should be somewhere around a 200 heal. As for the 10 energy gain being reduced to 7 it still isn't that big of a deal. If used on an ally with less than 50% health you will be getting an energy gain of 7. Simple math 10-7=3. So it will only be costing 3 energy. Pretty good for a heal of around 200. But the change to Sig of Rejuvenation made me pretty happy. Effigy
Sig of Rejuv is great now, yes.
I was also giving BLight another look after the change to Deny. Certainly gives you more defense against hex stacks. If you get hit with Humility, I assume BL would count as a recharging skill for Deny, which would be another line of defense against hexway teams. Age
What do you all think of Deny Hex with the changes is it up there say with Viel?
Patrick Smit
Most of the changer are good in my opinion, except the change to mending touch. I use it a lot on a draw build, but cannot pump out the self heal so much anymore when pressured (i only use MT when i need the heal). The nerf was intended to prevent "abuse"/overuse by monk secondaries to remove condition stacks, however its effectivity has also been decreased on primary monks. The amount of conditions removed should scale with level of protection prayers IMO. In this way monks don't get punished for ("pointless") abuse by monk secondaries.
One question about deny hexes, as i didnt use it yet, does its own recharge also count? so if u use deny hexes without any other recharging divine skill, you still remove one hex? I like preveiling on 4 vs 4, but i am not aware how much this is used on other pvp scales. deny will never have this option and preveiling can work out good solutions on for example diversion. TLLOTS
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Originally Posted by Patrick Smit
One question about deny hexes, as i didnt use it yet, does its own recharge also count? so if u use deny hexes without any other recharging divine skill, you still remove one hex?
From what I've heard, Deny Hexes counts itself, so it will always remove at least one hex.
Red_Dragon56
Don't you only need 8 levels in healing now to get Mending at +3?
It's still Mending but it's now even more WAMMO friendly. ca_aok
It's been like that for quite a long time....
Patrick Smit
@Red_Dragon56, I was discussing the recent change to MENDING TOUCH, not to mending, as u shouldnt be using that
Thx for the info TLLOTS, that gives deny hexes some edge if u use another DP skill Grammar
I'm a PvE player, and the change to Deny Hex raised my eyebrow as well for its possible use in PvE as a replacement for Holy Veil in certain builds and situations.
With no other recharging divine favor skills besides itself, Deny will still remove 1 hex with the same cost/cast/recast as Veil and Smite, but with no added benefits. In this situation, Veil clearly remains the best option. But what if your build already has, say, Sig of Devotion in it (not uncommon), which happens to be recharging when you cast Deny (also not uncommon). Now you have the potential to remove two hexes with the same cost/cast/recast as Veil. Of course you won't always need to remove two hexes from your target or yourself, but if you do find yourself in that situation, all you need to do is make sure Sig of Devotion is recharging before you cast Deny. Depending on your build, this may be a fairly easy requirement to meet. Sig of Devotion is almost always in a state of recharge on my ZB bar, so it's not like I would have to change my play style or build in order to make good use of Deny. Just some random thoughts for you. I'm still tinkering around with it. I will admit though, I certainly miss the Veil+Dismiss synergy when playing with Deny. One more thing.... What does everyone think about Reverse Hex now? The new cast/recast is pretty damn seductive, and the added damage absorption is a nice (but small) bonus. But is all of that worth the added 5 energy cost? I can't help but think that when it comes right down to it, I'd rather simply cast RoF+Veil or Veil+Dismiss for the same energy cost as Reverse Hex. But damn, that cast/recast sure is temping, lol. Ensign
Deny is a lot klunkier than I want it to be. Unless you have some long recharge DF skill that is always recharging, I wouldn't bother. Veil is still the spot removal of choice for PvP.
In PvE, dangerous hexes are sufficiently rare that I wouldn't bother removing them for the most part. Reverse Hex is 10 energy to remove a hex. Most hexes aren't worth the 5 energy to remove. I guess this is supposed to be a counter to Shadow Prison spike, but I'd honestly spend my skill slots on much more robust skills. Peace, -CxE Melody Cross
I agree that Deny is more difficult to use than veil, but the idea to a build using it should be to have many different DF skills on your bar. Even the Blight should have Signet of Devo too. While it will be rare to get all 3 working in one remove, it can deal with hex stacks when you use it smartly and still serves as an easy quick 1 hex removal in most games.
I like it because it is kinda what everyone has been asking for for a while now. It’s a not elite version of divert hexes. I don’t think Holy Veil can ever be replaced as a hex remover in a 2-monk backline, but should see play beside it. A veil/deny remover in a 2-monk backline may prove more varied than a veil/veil. That way we are slowing down hex teams with veil messing up cast times and also carrying a cheap stack remover that can strip the cover hexes off. In a 3-monk backline though, it has a place for sure GGs |