with the PVE skills arriving yesterday, there is many thoughts, opinons, and grumbling about things, and probably confusion.
one thought is probably where the pve skil lwill end up, many of them are insanely power, some are strong, some are average, and the rangers left with "Meh"
Necrosis already got a "balance" within the day of release, Gaile has said that the numbers on most of these skills are not permenent.
What I wonder, will PVE skills have a reason to be taken when they finaly settle into GW after tweaks and "balance"?
I belived that the purpose of pve skills was to have skills not effected by balance from pvp, however, theres two factors that remain yet, Proffeson equality, and Farming. (screw the monstors, they already break the rules, no balance for them to factor)
what worries me right now, is that are these pve skills going to get balance treatment like its pvp? what is PVE balance? these questions are probably bothering many of us, and the point of this thread, figure out what could these skills could be balanced under pve..and speculate, as im a pessimist and i doubt anet will listen, but thats my sole opinion, and i feel like talking to players on stuff relating to pve skills, and possibly make a solution regardless of my doubts.
Where PVE skills will be in the end?
Solar Light
Darkpower Alchemist
I read the PvE Only Sunspear skills, and I would like to state that most can make the most simple build into hyperpowered works of brute strength. Warrior,ranger,and monk don't really impress-even though spinning with my sword and hammer look very cool-they don't really seperate themselves like say the ele skill,Intensity.
Intensity will throw a major curve to EVERY elementalist build in current use. At rank 6, which most have achieved by the time they reach the mainland, it gives a 20% damage boost,I believe-if my memory serves me right.
[skill=card]Searing Flames[/skill]+[skill=card]Glowing Gaze[/skill]+[skill=card]Searing Flames[/skill]+[skill=card]Liquid Flame[/skill] Now, adding Intensity, makes for a new dynamic in every PvE scenario.
The Paragon shout,"There's Nothing To Fear!", is by far the greatest defensive shout I've ever seen. Yet, I also believe it is grossly overdone-yet I think this makes up for the destruction of "Incoming!" and other shouts from the motivation line. This shout plus [skill=card]Angelic Bond[/skill] will make a paragon the strongest rival to a bond monk ever created.
Now, combine these 2 skills with an LB Gaze on each individual player's bar...DoA seems a little less scary to the new comers,doesn't it?
Intensity will throw a major curve to EVERY elementalist build in current use. At rank 6, which most have achieved by the time they reach the mainland, it gives a 20% damage boost,I believe-if my memory serves me right.
[skill=card]Searing Flames[/skill]+[skill=card]Glowing Gaze[/skill]+[skill=card]Searing Flames[/skill]+[skill=card]Liquid Flame[/skill] Now, adding Intensity, makes for a new dynamic in every PvE scenario.
The Paragon shout,"There's Nothing To Fear!", is by far the greatest defensive shout I've ever seen. Yet, I also believe it is grossly overdone-yet I think this makes up for the destruction of "Incoming!" and other shouts from the motivation line. This shout plus [skill=card]Angelic Bond[/skill] will make a paragon the strongest rival to a bond monk ever created.
Now, combine these 2 skills with an LB Gaze on each individual player's bar...DoA seems a little less scary to the new comers,doesn't it?
XvArchonvX
I personally see the possibility of a P/W running "There's Nothing to Fear" along with "Save Yourselves" in a large party farm group.
Queen-Of-Disco
i had my fun with critical agility for the day or so it was awsome, now its borderline useless. assassins should not tank in the first place and the added attack speed is really only useful in pvp (not to mention the current bug of the reapply of it only lasts 4 seconds regardless of stats) the seldom times i use my assassin pve added attack speed messes up my skill combo smoothness, more specifically moebius and blossom, with no attack speed boost they are incredibly smooth in activation, and the use of that skill would replace a more usefull skill used to get out of danger quickly and safely, like dark escape or shadow walk/dash
the paragon shout is way overpowered, the dervish skill makes the avatars come back instantly
but what i love is the ritualist skills, they are gonna make offensive spirit spammers more viable, the long cast and recharge on spirits are no longer a problem when you can make all spirits jump to your location
the warrior skill is fantastic, triple chop + cyclone axe + whirlwind attack makes for wonderful damage output with only 3 skills
the ranger skills are indeed... meh... but the triple arrow works nicely with ignite/kindle/nightmare/splinter
the mesmer additions are nice, but not enough to make pugs appreciate mesmers
elementalist skills are nice, but the more useful one was nerfed from my skillbar
the paragon shout is way overpowered, the dervish skill makes the avatars come back instantly
but what i love is the ritualist skills, they are gonna make offensive spirit spammers more viable, the long cast and recharge on spirits are no longer a problem when you can make all spirits jump to your location
the warrior skill is fantastic, triple chop + cyclone axe + whirlwind attack makes for wonderful damage output with only 3 skills
the ranger skills are indeed... meh... but the triple arrow works nicely with ignite/kindle/nightmare/splinter
the mesmer additions are nice, but not enough to make pugs appreciate mesmers
elementalist skills are nice, but the more useful one was nerfed from my skillbar