Update - Monday, June 18, 2007

Silly Warrior

Silly Warrior

Hold it!

Join Date: Jul 2006

In your local courthouse.

The Arctic Marauders [TAM] (elite PvE, PM)

Update - Monday, June 18, 2007
Skill Updates
As a part of this playbalance test week, we’ve made the following skill changes:

Assassin
Critical Agility: decreased duration to 4 seconds, the duration now increases by 1 second for each rank of Critical Strikes.

Elementalist
Elemental Lord: decreased the bonus to Elemental attributes to 1.
Intensity: decreased duration to 10 seconds, increased recharge time to 45 seconds.

Mesmer
Cry of Pain: decreased recharge time to 15 seconds.
Ether Nightmare: decreased recharge time to 15 seconds.

Paragon

"There is Nothing to Fear": decreased duration to 4 seconds, the duration now increases by 1 second for every 2 ranks of Leadership.

Ritualist
Vamprism: increased duration to 30..150 seconds.
Faction Reward NPCs

Characters must now be level 20 to learn Kurzick or Luxon skills.
Using the "Raise Alliance reputation" option with the Kurzick/Luxon faction reward NPCs now gives 10,000 points toward the corresponding title track. The cost is still 5,000 faction points, and the reputation gained by the alliance is still 5,000.

Miscellaneous
Moved the footmen away from the middle teleporters of the Jade Isle to prevent players from targeting them from below.
Faction gain messages are no longer displayed in the Chat panel when you gain less than 25 faction points.
Updated the Korean game ratings icons.

------------

On Guild Wars Wiki (Offical).

Discuss.

Star Alfur

Star Alfur

Wilds Pathfinder

Join Date: Jan 2006

WoW. :3

PM if you need me.

W/

Very disappointed how "There is Nothing to Fear" is now worded - I was hoping to use the skill (as a W/P) while hero/henching HM. Vanquishing is a title thing, and I only focus on 1 character for that.

Interesting about the Raise Alliance reputation option. Guess I'll be doing that from now on.

Edit: Agreed with below, forgot. :P Ty for making the first tier easier.

Neo Nugget

Neo Nugget

Site Contributor

Join Date: Jan 2006

R/

ouch nerf. but yay for making getting r1 easier!THANKS ANET!

DeBron

DeBron

Lion's Arch Merchant

Join Date: Oct 2006

MD

That's all vampirism gets? Boo.

Give Summon Spirits +X health regen to spirits for X seconds as opposed to a weak heal.

Intensity got hit pretty hard.

Retribution X

Retribution X

Desert Nomad

Join Date: Nov 2005

Check behind you again.

N/

So they make the title easier to get, yet do nothing for those who have already donated faction?

/sigh. it gets worse with each update...

Niila

Frost Gate Guardian

Join Date: Oct 2006

Nice, they just cut half the amount of faction farm required to get the skills.

Too bad they are nerfed now ;D

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

The intensity skill for elementalists is pretty much worthless now with a 45 second recharge...

TheMosesPHD

TheMosesPHD

Jungle Guide

Join Date: Feb 2006

Oregon

Mo Mo Patty Blinks [MoMo]

R/

They kept Eternal Aura the way it was so my Dervish is still happy

trobinson97

trobinson97

Wilds Pathfinder

Join Date: Mar 2006

Guildless :(

R/

Wow, yeah, they really made good skills bad ones now....hope this doesn't last. I liked the fact that they didn't tie into any attributes, but rather the titles.

FelixCarter

FelixCarter

Wilds Pathfinder

Join Date: Jul 2006

Mo/Me

Well... That's an... Interesting update.

The Faction thing has me a bit bummed out that all the current Faction I donated is lessened, but I suppose it can't be helped.

Arigatou, ANet.

Alderin

Alderin

Frost Gate Guardian

Join Date: Feb 2007

Quote:
Originally Posted by Silly Warrior
Update - Monday, June 18, 2007
Skill Updates
As a part of this playbalance test week, we’ve made the following skill changes:

Assassin
Critical Agility: decreased duration to 4 seconds, the duration now increases by 1 second for each rank of Critical Strikes.

Elementalist
Elemental Lord: decreased the bonus to Elemental attributes to 1.
Intensity: decreased duration to 10 seconds, increased recharge time to 45 seconds.
Assassin: so basically restricting all Assassins using the skill to Critical Strikes... It was bestter the way it was before.

Elementlist: Lol, now what was the purpose of these skills then if they are going to get hit so badly? Especially "Intensity" lasting only 10 seconds and coming back in 45... Oy!

The PvE only skills are rather amusing now that the decent ones have been nerfed and the ones that needed buffed barely seen go that.

Well with the majority still being pretty much useless and the once useful ones not so anymore I do not see any reason to put them on my bar.

How about anyone else out of the ones that where nerfed, anyone going to use them?

The Great Al

Forge Runner

Join Date: Jun 2005

ALOA

E/Me

both elem skills are now unusable. i guess i only need 20k more faction so i'll get the skill, but forget it...i thought these skills were supposed to be powerful? they're not even going to make it into my skillbar anymore

sindex

sindex

Wilds Pathfinder

Join Date: Aug 2006

California

Swords of Night & Day [SWRD]

Quote:
Originally Posted by TheMosesPHD
They kept Eternal Aura the way it was so my Dervish is still happy
I feel the same way. Well the whole Ele PvE skills I actually thought they were going to get nerfed, did not know how though (it was a pretty big hit). However I think that should be the extent of it, in the nerfing category. I still feel that there are certain monster skills & environment effects that need to be handled, if they are going to do these nerfs. Of course most of all, "Put an energy cap on these enemy NPC’s A-net!"

bilateralrope

bilateralrope

Desert Nomad

Join Date: Nov 2005

New Zealand

Xen Of Onslaught (Xen of the Pacific division)

Quote:
Originally Posted by Retribution X
So they make the title easier to get, yet do nothing for those who have already donated faction?

/sigh. it gets worse with each update...
And make it even harder to retroactively apply it for the people who spent lots of faction on jade/amber before the first update. And now the whining will increase.

And halving the faction your required to farm doesn't mean much, as you still need to farm 5 million faction to max them out.

The nerfs to crit agility and nothing to fear aren't really surprising, as they were very usable by other classes.

VitisVinifera

VitisVinifera

Banned

Join Date: Nov 2005

Northern California

HoTR

N/Me

so we waited 2 extra months for skill that got immediately nerfed?

what exactly was the 2 months used for then?

pingu666

Jungle Guide

Join Date: Jul 2006

guildhall

[DETH]

retro active doubling of faction donation would be good?

but yeah, theyve gone too far/not done enuff on the skills

vamparism sucked because it doesnt do much damage, not cos it didnt last forever.

the ranger skill cost too much for what it did and required a pet (not popular)

but yay to mesmer buff

paragon probably got a slight nurf by 1sec...

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

I'm rather disappointed with the Vamprism as 90 Seconds was more than fair. In many Ritualist Builds you want to respawn summoned Spirits many times so the extra duration won't help the pure Ritualist much. However for characters with Ritualist Secondaries that duration will help a lot as an extra passive cannon turret for raw firepower.

What I was hoping to see was an Increased damage amount based on ranks in Spawning. For example you would see your normal damage of 10 + 1 damage per rank of Sunspear and +1 damage per 2 ranks of Spawning Power. In this way it would be more important for the Ritualist to carry the Spirit turret in comparison to other classes.

Aera Lure

Aera Lure

Desert Nomad

Join Date: Aug 2005

In Baltar's head

Bring Out Your Dead [BOYD], former officer [LBS]

Mo/

Very poor update. Skills that needed a buff see nothing. Some of the good ones got cut down to be less than the value of a normal elite and not contenders to be in most skill bars anymore. What was the point of PvE-only skills again? Now not to be more powerful than an elite, but simply another skill that involves a long title track? Many of them dont even make it into a bar.

Also no removal or toggle option for that cursed Auto Target. I can just simply ignore the PvE skills but please fix this darn thing.

Shadis

Shadis

Frost Gate Guardian

Join Date: Oct 2006

Quote:
Originally Posted by Alderin
Assassin: so basically restricting all Assassins using the skill to Critical Strikes... It was bestter the way it was before.

Elementlist: Lol, now what was the purpose of these skills then if they are going to get hit so badly? Especially "Intensity" lasting only 10 seconds and coming back in 45... Oy!

These skills are meant to augment PvE Builds, not become centerpieces of them. I like the changes, I'm not a "whiny PvP" as another poster so eloquently put it either. Some of these skills were insanely powerful, even for PvE standards.


Also a lot of you knee-jerk reaction people need to remember that this was a certainty, and that this week is for tinkering with these skills so expect to see more buffs/nerfs in the coming days. Should've known this would start today.

The Great Al

Forge Runner

Join Date: Jun 2005

ALOA

E/Me

Anet, you may as well make the ele skills usable for PvP....it won't throw off balance because it won't even be used. Wasn't the point of making these skills PvE only, because they'd be too powerful for PvP? These skills now aren't even useful enough for PvE, much less PvP.

bilateralrope

bilateralrope

Desert Nomad

Join Date: Nov 2005

New Zealand

Xen Of Onslaught (Xen of the Pacific division)

Quote:
Originally Posted by Alderin
Assassin: so basically restricting all Assassins using the skill to Critical Strikes... It was bestter the way it was before.
So assassins don't always run high critical strikes ?
Thats news to me. But this skill did look overpowered when x/A could use it.

Quote:
How about anyone else out of the ones that where nerfed, anyone going to use them?
Elemental Lord still looks useable once I get my rank up to at least 7 so I can keep it up. But its probably not worth the required grind any more.

Inger

Lion's Arch Merchant

Join Date: Apr 2007

R/Rt

heh intensity got hit real hard... i thought it was a tad overpowered before but now its... useless

what do u know, skills that badly needed a buff didn't get any attention at all. Warriors, rangers are still left in the dust, ritualist got a very very very miniscule buff... hardly even worth mentioning.

I'll still keep an open mind hoping anet will come up with something...

EDIT: Whoops didn't realize mesmers did get a buff :P

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

4 seconds of godmode is still better than the 10 seconds of Shield's Up! my warrior was using last week. And my primary paragon is completely unaffected by that change.

Faith somewhat restored in the future of PvE skills come GW:EN.

WildmouseX

WildmouseX

Krytan Explorer

Join Date: Jun 2005

N/R

stealth necro nerf - reckless haste changed from 10e cost to 15e cost.

Shadis

Shadis

Frost Gate Guardian

Join Date: Oct 2006

Quote:
Originally Posted by Inger
heh intensity got hit real hard... i thought it was a tad overpowered before but now its... useless

what do u know, skills that badly needed a buff didn't get any attention at all. Warriors, rangers and mesmers are still left in the dust, ritualist got a very very very miniscule buff... hardly even worth mentioning.

I'll still keep an open mind opening anet will come up with something...

Well like I said in my earlier post, I kinda buried it at the end but the major point is that this is a week long process for these skills. I highly doubt this is the end of the changes.

A.net likes to go towards the high-end/low-end then find something in the middle when it comes to PvE. I expect more tinkering as the week progresses.

Alderin

Alderin

Frost Gate Guardian

Join Date: Feb 2007

Quote:
Originally Posted by Shadis
These skills are meant to augment PvE Builds, not become centerpieces of them. I like the changes, I'm not a "whiny PvP" as another poster so eloquently put it either. Some of these skills were insanely powerful, even for PvE standards.


Also a lot of you knee-jerk reaction people need to remember that this was a certainty, and that this week is for tinkering with these skills so expect to see more buffs/nerfs in the coming days. Should've known this would start today.
The Ele and the Assassin one, for non Critical Assassin, aren't even decent augmentations now. There are far better skills that aren't even PvE only that come in more handy. Also, I never said they should be centerpieces but they should entice one to want to use them rather than avoid them.

The skills where supposed to be over powered, hence the PvE only part so nerfing them into being pretty much useless kinda makes having them as PvE only skills pointless.

pingu666

Jungle Guide

Join Date: Jul 2006

guildhall

[DETH]

retro active doubling of faction donation would be good?

but yeah, theyve gone too far/not done enuff on the skills

vamparism sucked because it doesnt do much damage, not cos it didnt last forever.

the ranger skill cost too much for what it did and required a pet (not popular)

but yay to mesmer buff

paragon probably got a slight nurf by 1sec...

X89

X89

Frost Gate Guardian

Join Date: Apr 2006

Vancouver, WA

[iBoT]

Mo/A

Huh was hoping for a hex removal buff, but I guess changing some major ones would be to much to ask for.

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Quote:
Characters must now be level 20 to learn Kurzick or Luxon skills.
Using the "Raise Alliance reputation" option with the Kurzick/Luxon faction reward NPCs now gives 10,000 points toward the corresponding title track. The cost is still 5,000 faction points, and the reputation gained by the alliance is still 5,000.
This still does not solve the issue of having over 1,000,000 personal faction earned over the last ONE YEAR amount to amber only. When Amber earned today also amounts for a title and increased skill power.

J.Kougar

J.Kougar

Academy Page

Join Date: Apr 2006

Quote:
Originally Posted by bilateralrope
So assassins don't always run high critical strikes ?
Thats news to me.
Why would they? The skills in Critical Strikes primarily suck, and the benefit to actually getting critical hits is pathetic in comparison to the bonus given by Dagger Mastery and the great damaging skills that come with it. You're far better off running Dagger Mastery at a 16 and Shadow Arts at a 13... that way you don't end up dead on the floor every 2 minutes like most Assassins I see in PvE, and you aren't totally reliant on running back to the monk to heal all the time. I played an Assassin through all three campaigns without Critical Strikes, and did better than most. I did enjoy the new skills for the fast attacking and fact that it stayed recharged for the duration of the battle with just one cast, but it's useless to me now.

Alderin

Alderin

Frost Gate Guardian

Join Date: Feb 2007

Quote:
Originally Posted by bilateralrope
So assassins don't always run high critical strikes ?
Thats news to me. But this skill did look overpowered when x/A could use it.



Elemental Lord still looks useable once I get my rank up to at least 7 so I can keep it up. But its probably not worth the required grind any more.
Not all Assassins run high Critical Strikes. Mine has a 3 in Critical strikes for example and I never run out of energy, deal mass damage, and so on. I hate the Critical line skills as I prefer Dagger and Shadow. Limiting the skills to the Critical line limits anyone using it to play Critical. If they only want the Primary to with the skills they should instead make it so you can only have it on the primary rather than tieing it to primary attribute lines as that limits the profession the skill was meant for.

Shouldn't the skills entice you to play to max them out rather than "If I get it I get it and if not then oh well."? A mighty plus one isn't really that enticing for me when I can just "Glyph of Elemental Power" to take it up 2 points for the next 5 spells.

Gli

Forge Runner

Join Date: Nov 2005

Bleh... Can my ranger be rolled back please, to where I had 2 more platinum and 2 more skill points and no Critical Agility and "There's Nothing to Fear!" skills?

TYpical... I pick my ranger as the one character I'm going to complete all HM content with, end up with duds for ranger PvE skills, and hardly got to play with cross-class skills at all before they got nerfed to uselessness.

Series

Banned

Join Date: Aug 2006

Thanks for the change to the paragon skill. Great! But as for people who play ele's... sorry guys

Swift Thief

Krytan Explorer

Join Date: Feb 2007

Aatxe Pirates [YaRR]

A/

Lmao, that makes Critical Agility even better for me.

Shadis

Shadis

Frost Gate Guardian

Join Date: Oct 2006

Quote:
Originally Posted by Series
Thanks for the change to the paragon skill. Great! But as for people who play ele's... sorry guys
lol wut, Sorry for Eles? They've been borderline overpowered in PvE since Prophecies. Nothing has changed for them.

Shanaeri Rynale

Shanaeri Rynale

Desert Nomad

Join Date: Aug 2005

DVDF(Forums)

Me/N

This update is pretty much spot on IMHO. I'd like to see changes to the faction requirements for the kurz/luxon skills. But now it feels about right. Great buffs to the mesmer with the reduced recharges and thank to MoR intensity is nicely usable

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Quote:
Originally Posted by Series
Thanks for the change to the paragon skill. Great! But as for people who play ele's... sorry guys
Don't forget an Elementalist can increase their skill by +4 even +7 is possible if they have the right items. A +25% damage bonus will go far if planned correctly and very little can withstand the initial damage spike anyways. A 45sec recharge is long but not completely GOD MODE.

Quote:
Originally Posted by J.Kougar
Why would they? The skills in Critical Strikes primarily suck, and the benefit to actually getting critical hits is pathetic in comparison to the bonus given by Dagger Mastery and the great damaging skills that come with it. You're far better off running Dagger Mastery at a 16 and Shadow Arts at a 13... that way you don't end up dead on the floor every 2 minutes like most Assassins I see in PvE, and you aren't totally reliant on running back to the monk to heal all the time. I played an Assassin through all three campaigns without Critical Strikes, and did better than most. I did enjoy the new skills for the fast attacking and fact that it stayed recharged for the duration of the battle with just one cast, but it's useless to me now.
I see .... so a high Critical Strikes build is ok for soloing Shiro in Gates of Madness but not leet enough for your leet dammage builds.

GOT IT

I think someone needs complete training on Shing Jea.

Fact is the "Critical Strikes Nerf" to the Assassin Sunspear skill was needed to help Assassins find their nitch in PvE groups. In this way an Assassin running the skill is better than a Paragon (running GFTE) with the skill who can also keep that Assassin Sunspear skill running at 100%.

Connecting the skill to Critical strikes was the RIGHT thing to do to preserve class uniqueness to the Assassin in PvE.

The Great Al

Forge Runner

Join Date: Jun 2005

ALOA

E/Me

Quote:
Originally Posted by Shadis
lol wut, Sorry for Eles? They've been borderline overpowered in PvE since Prophecies. Nothing has changed for them.
are you serious? Elems didnt start being good until NF. Also, if SF ever gets nerfed, Elems will basically go back to being bad again. Also, it's not fair that this is Anets way of 'balance'...the PvE skills should be equally as good.

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

I'll just carry on collecting the breadcrumbs that is PvE faction points and pretend this update didn't happen.
At least Anet was kind enough to remove the faction points from the chat window. There's nothing worse than seeing the pitiful returns you get from running around grinding.
I'll cross my fingers and hope that they slip in another update before tomorrow, like doubling the faction for amber/jade or shrine blessings, which amusingly has to be paid for.

As for the skill nerfs, i was expecting it.

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

<--PvPvEr

Well Anet reinforced their purpose behind the PvE skills. Make unwanted classes wanted again. They DID give you a fair warning and I'm happy that know maybe...just maybe we can find a place for those little assassins and paragons out there . I'm not too sure if the mesmers and rits are in the same situation.

The dervish are 100% fine now 24h Dwanya or Balthazar, I should be fine .