Update - Monday, June 18, 2007

Chrono Re delle Ere

Chrono Re delle Ere

Jungle Guide

Join Date: Jul 2006

The Land of Hyrule

[GoE]

W/

Quote:
Originally Posted by Z'HA'DUM
i dont feel like playing gw anymore...
._____________. I know you will keep playing GW lol.....

man the problem is that as the (for example) ele skills were so good, they became skills that every elementalist had in their skill bars; Man I saw eles doing 800+ dmg with the combo elemental lord->glyph of elemental power-> intensity. That was just too much. Now intensity can be used to farm (sin/ele for fast high aoe dmg) and elemental lord...well I don't know about that xD Anyway good they fixed the faction exploit so fast (I knew the would have rised the minimum level of the character to get skills)....they didn't nerf or buff warrior skills; the skill "save yourself" is kinda good; 5 seconds 8 adrenaline +100 armor to all team is kinda fair, while the other skill just sucks lol. I think that a fair lasting time for intensity is 10 seconds and the fair recharge is 30 seconds; well let's see what happens.

yesitsrob

yesitsrob

Elite Guru

Join Date: Sep 2005

Manchester, England

SMS/Victrix

So after the update on the 15th - the only skills they figured that still needed rebalancing were pve ones... riiiight.

In other news hexes are pretty rampant in ATs >_>

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

"Save Yourselves!" so sounds like an aggro control skill more than anything. Think about it - 100 armor to everyone but you? That means mobs are going to think you are the easiest to kill and all attack you, since they seem to be able to find the lowest armored party member.

the Puppeteer

the Puppeteer

Jungle Guide

Join Date: Apr 2007

Ele skills suck big time now...
same goes for the para sunspear skill

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by yesitsrob
So after the update on the 15th - the only skills they figured that still needed rebalancing were pve ones... riiiight.

In other news hexes are pretty rampant in ATs >_>
It's interesting, isn't it? This is the first time I've ever seen PvE balance take bigger priority over PvP balance. Not a good sign.

Quote:
Originally Posted by arcanemacabre
"Save Yourselves!" so sounds like an aggro control skill more than anything. Think about it - 100 armor to everyone but you? That means mobs are going to think you are the easiest to kill and all attack you, since they seem to be able to find the lowest armored party member.
Hm...I didn't think the AI was that smart. Have you tried it out? If so, this could be hella useful.

Quote:
Originally Posted by the Puppeteer
same goes for the para sunspear skill
Lol, not if you're a Paragon.

Coridan

Coridan

Forge Runner

Join Date: Jun 2006

US

Old Married Gamers {OMG}

W/

my question is as a warrior....if i use Watch Yourself before I happen to use Save yourself....

How much armor does the team have ?

22 from WY and with the cap of +25 is Save Yourself wasted and only giving +3?

Or does it blank out the WY and give the total 100?

Kinn

Kinn

Frost Gate Guardian

Join Date: Apr 2007

Englandshire, England.

The International Association of Mending Wammos

R/

Thank you ANET.

I'm glad to see sanity has prevailed.

The Ele skills as they were, were ludicrous and I'm glad to see the nerf.

For those of you complaining about the Ele nerf - don't you think Eles can do enough damage already in PvE??? C'mon they are already the biggest damage dealers in the game, why make them even more godlike?

Faith has been restored somewhat for me. It seemed that unless these skills were made Hard Mode only (which I still think would be an interesting way to encourage HM parties), they needed some serious application of teh nerf bat.

So, GG...for the moment at least anyway.

(PS: Never Rampage Alone still needs a buff ^_~)

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by Bryant Again
Hm...I didn't think the AI was that smart. Have you tried it out? If so, this could be hella useful.
It's not that the AI is smart, it's that it cheats. The game engine always knows how much health and armor you have at any given point in time. Technically, it knows all, sees all. The AI is a part of this game engine, and although it should act like an ignorant opponent, it cheats and knows what the game engine knows. Now, I believe it has been proven (no links to show, sorry) that the AI does act on these things when determining targets. Specifically armor and health numbers.

You can see this when someone gets high DP and the AI continues to gun for them over and over. You should be able to test this by taking your armor off and standing in the middle of an armored team - the AI should put you on priority (not necessarily attacking only you, but definitely moreso than the rest of the party). Supposedly there are other factors, such as health regen, that can cause a loss of aggro.

This is an easy way to program the AI to "take out the weakest". It's a relatively good idea for code, but can be "exploited" by giving the monks high health and armor, they will be targeted less often. A skill like this may be designed with that in mind, specifically "exploit" the way the AI "cheats". I don't have the first level of either faction title track, so I can't try this out. It's just a theory of mine.

keli

Krytan Explorer

Join Date: Sep 2006

Budapest

E/

Quote:
Originally Posted by Kinn
Thank you ANET.

I'm glad to see sanity has prevailed.

The Ele skills as they were, were ludicrous and I'm glad to see the nerf.

For those of you complaining about the Ele nerf - don't you think Eles can do enough damage already in PvE??? C'mon they are already the biggest damage dealers in the game, why make them even more godlike?

Faith has been restored somewhat for me. It seemed that unless these skills were made Hard Mode only (which I still think would be an interesting way to encourage HM parties), they needed some serious application of teh nerf bat.

So, GG...for the moment at least anyway.

(PS: Never Rampage Alone still needs a buff ^_~)
but then why we have these skills? to make our skill list longer? or what?
yes right, the eles can do the biggest damage, than give them something that is not damage, just like energy managment or something

this was the worst option: make a very useful very overpowered skill, woohoo
than the next they nerf it --> now they are very crap and useless..
gg

Perfected Shadow

Perfected Shadow

Wilds Pathfinder

Join Date: Jun 2006

Zul'Aman

Umes Uranger U[bot]

Quote:
Originally Posted by Celestial Beaver
I notice however the Dervish enchantment, Eternal Aura, remains unchanged...I felt that was one the most overpowered of them all.
Nooooo...We don't want anymore nerfs. It's called 'Eternal' for a reason. Besides it's only useful for the five avatars and HoF imo anyway.

Quote:
Originally Posted by EPO Bot
This one is to promote real beast mastery intead of using your pet as fuel to spawn minions.
Nope, for me, the pet is still fuel, I just res it when Never Rampage Alone expires. But seriously the energy cost should be lowered and the attack speed should be +33%.

Quote:
Originally Posted by Chrono Re delle Ere
Man I saw eles doing 800+ dmg with the combo elemental lord->glyph of elemental power-> intensity.
What were they hitting?

I'm not sure about the ele nerfs because some non-ele players love crying about eles doing more damage. Perhaps they should've thought of other skills. I really wanted an enchantment that prevents exhaustion. I've always wanted to spam Mind Burn, Mind Freeze, and Mind Shock.

Quote:
Originally Posted by Coridan
Or does it blank out the WY and give the total 100?
Yes. The highest armor buff overrides the rest. So in your example, you would get +22 armor, while your party gets +100.

The Chimpster

The Chimpster

Frost Gate Guardian

Join Date: Aug 2005

England

X-Universe [XU]

Mo/Me

Personally I think that the update is great thus far, having it so that it's linked to the primary att makes perfect sense. By the end the week the skills should be in a decent shape and size and I'll be happy

Mr. G

Mr. G

Desert Nomad

Join Date: Jul 2006

S. Wales

Mo/Me

bah move crit to dagger mastery, that basically nerfed the ONE pve skill my rit could use...

Perfected Shadow

Perfected Shadow

Wilds Pathfinder

Join Date: Jun 2006

Zul'Aman

Umes Uranger U[bot]

Quote:
Originally Posted by Mr. G
bah move crit to dagger mastery, that basically nerfed the ONE pve skill my rit could use...
Or how about leave it as it was before, but make it usable only when wielding daggers? Just so sins won't necessarily have to spec into Crit strikes. Although I'd be happier if it went completely back to the way it was.

DeBron

DeBron

Lion's Arch Merchant

Join Date: Oct 2006

MD

Quote:
Originally Posted by Perfected Shadow
Or how about leave it as it was before, but make it usable only when wielding daggers? Just so sins won't necessarily have to spec into Crit strikes. Although I'd be happier if it went completely back to the way it was.
This is a great idea. This is how Aura of Holy Might works (sythe only), so why not implement it here?

baz777

baz777

Jungle Guide

Join Date: Dec 2005

South East England

Leader: Lady Hairy Armpits S[mell]

E/

If these skills were supposedly two months in the making, and I assume testing, how could they get it so wrong?

Introduce skills on the Friday and change them on the Monday?

I’m lost words!!!!!!

Kinn

Kinn

Frost Gate Guardian

Join Date: Apr 2007

Englandshire, England.

The International Association of Mending Wammos

R/

Quote:
Originally Posted by keli
but then why we have these skills? to make our skill list longer? or what?
yes right, the eles can do the biggest damage, than give them something that is not damage, just like energy managment or something

this was the worst option: make a very useful very overpowered skill, woohoo
than the next they nerf it --> now they are very crap and useless..
gg
Why give us these skills? To give us more options and variety when making builds - NOT to give us uber-elite god skills that never leave your bar and encourage everyone to run the same builds.

The power here is that tying them into titles, it gives loads of flexibilty to including these in all sorts of builds. That is a massive power and shouldn't be considered lightly. We don't need them to be free elites on top of that.

Mystic Cobra

Mystic Cobra

Ascalonian Squire

Join Date: Jun 2007

Québec

Punk Not Dead

Mo/

Quote:
Originally Posted by Cacheelma
What are you crying about? As some wisemen around here said on some other threads when people think the grind for these skills are too much, YOU DON'T NEED THESE SKILLS TO BEAT THE GAME. Don't like them? Don't use them.

They got nerfed? Deal with it.

p.s. Don't get angry. This isn't aimed at you personally. It's actually for EVERYONE who said such stuff on the other threads.
Yeah i know i can just get back to my old builds....But what is the point to wait 2 months for ''PvE only skills'' and then they nerf them to praticaly useless for some of them.Title is now useless for those skills that are not anymore ''sunspear'' skills.Kurzick/luxon skill still kurzick/luxon skill because they work whit the title but i think they will get nerfed anyway.

Lagg

Lagg

Wilds Pathfinder

Join Date: Jun 2005

W/

It took them 2 months to make these skills and one weekend to nerf them beyond the use of the primary profession?

At first I thought it was the whole idea to have extremely powerful skills working for both the primary and secondary profession.

But apparently they just didn't realise people would, I don't know, USE THEM?




What the hell is going on in Bellevue, Washington?

Rhedd

Rhedd

Wilds Pathfinder

Join Date: May 2005

You ever have to clean up after a Moa bird?

True Solunastra [SLA] Profession: Moa Wrangler

Quote:
Originally Posted by Kinn
The power here is that tying them into titles, it gives loads of flexibilty to including these in all sorts of builds. That is a massive power and shouldn't be considered lightly. We don't need them to be free elites on top of that.
Except now it doesn't, because so many are getting linked to class attributes, completely negating the entire point of having title-linked skills.

What once was built-in flexibility is now just another limitation on using the skill.

Limiting their usefulness to secondaries is sensible, tying them to specific attributes is simply moronic.

Lagg

Lagg

Wilds Pathfinder

Join Date: Jun 2005

W/

Quote:
Originally Posted by The Chimpster
Personally I think that the update is great thus far, having it so that it's linked to the primary att makes perfect sense. By the end the week the skills should be in a decent shape and size and I'll be happy
Except that for some seemingly random reason, some skills are linked to the primary attribute and others are not.

Why is it that my Warrior can no longer use "There's Nothing to Fear!" (I had worked out a pure adrenaline build with a Zealous Axe that provided just enough energy to keep it up constantly) but any other melee profession can use Whirlwind Attack or "Save Yourselves!" with no penalties?

D8tura

Frost Gate Guardian

Join Date: Feb 2006

About the only thing i'll use intensity for now is to buff my conjure weapon

Sigh - oh well

Gli

Forge Runner

Join Date: Nov 2005

Quote:
Originally Posted by Kinn
The power here is that tying them into titles, it gives loads of flexibilty to including these in all sorts of builds.
Except, when they turned out to be too powerful in the hands of non-primary professions, they bound to the primary attribute as well. I wish they'd tied them to NON-primary attributes. That way, other classes could still use them, provided they invest some points. More viable build options is always better than less. It doesn't have to be a freebie like they were before the nerf.

I'd like that a lot more than what we got now: the majority of these skills being usable to any profession without any point investment, and a few being useless to other professions, no matter what. There's no middle ground, and no symmetry.

"There's Nothing to Fear!" could be bound to motivation instead of Leadership, for example.

Engel the Fallen

Lion's Arch Merchant

Join Date: Jun 2005

Mo/Me

Intensity as it was worked great on other classes like mesmers. But oh no's it gave ele's a boast in damage and made them the best damage dealers in the game. Um... Isn't that point of ele's? In all games? Heavy damage at the price of self protection most of the time?

And sure at max damage these skills were powerful. But how many will max all there characters, more so in luxon areas, to get them at max? These were not hey I am level 20, I can now tune them up to 16.

With all these problems in this game, what makes us have any faith that GW2 will be any different? Moreso they are going in the WoW direction?

And the skills should not be linked to prime atts, as if that was the case, why not just make them normal skills and not something you need to really work to level up?

Whatever, the devs only seem to consider carebear's views anyway or whoever they got on the alpha team who are just as bad now if they are supposed to test these skills first.

seut

seut

Wilds Pathfinder

Join Date: Jun 2005

Europa

Quote:
Originally Posted by Perfected Shadow
Or how about leave it as it was before, but make it usable only when wielding daggers? Just so sins won't necessarily have to spec into Crit strikes.
Crit Barragers wouldn't like such a move..

Engel the Fallen

Lion's Arch Merchant

Join Date: Jun 2005

Mo/Me

Another thing to take into consideration with t hese "overpowered" skills is GW:EN is odds are gonna be all players verses super overpowered enemies. So why not just let the crap stay as we all know when GW:EN releases we can pretty much kiss updates good bye as then GW will be a dead game.

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

What the heck is wrong with most of you people? The changes to the Assassin and Paragon skill was needed to fortify a desire for those classes as a whole.

As it was the Assassin for the last year was hated and never let into Groups because of low armor and a lack of a good IAS specific for them alone. I personally had to beat both Factions and Nightfall ALONE because no one wanted a SIN in the Group. It did not matter if I could solo Shiro in under 7 minutes I was still hated by everybody.

What about the player who only plays a SIN?

This skill was exactly what the SIN needed to survive for the next chapter. Armor buffering and IAS makes the SIN truly deadly in PvE without upsetting the need for a PvP skill that would eventually become nerfed anyways. There is more to these skills then "balance" since "balance" should not exist in PvE anyways unless in comparison to roles. There is the experience of playing your class and finding a role to play on a team that is different than everybody else.

Paragons were nerfed into almost oblivion thanks to good synergy in PvP teams. As it was the Paragons primary function was too powerful for PvP so they suffered in PvE. With this skill tied to Leadership it assures that the roles of Paragons as PARTY BUFFERS will not be forgotten in the PvE game experience.

Now the Paragon and the Assassin can excel at what they were meant to excel at without upsetting the precious & delicate balance of PvP. Buffing the party vs. unbalanced foes and Killing overpowered creatures fast and living to tell the tale.

Series

Banned

Join Date: Aug 2006

Quote:
Originally Posted by GloryFox
What the heck is wrong with most of you people?
I'm gonna put my money on the unwillingness to listen to logic. I notice that no matter how many thought out posts from skilled players are made that explain why the adjustments were necessary to make PvE not into a joke, the next 50 posts are whining that they want to be overpowered (at least they come out and say it). Let us hope Anet stands its ground and does what is beneficial for the game, not a few people's e-peen.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

For all the people complaining about Intensity and Elemental Lord, let me ask you this:


SINCE WHEN DID ELES NEED A BUFF IN PVE?

Series

Banned

Join Date: Aug 2006

Quote:
Originally Posted by XvArchonvX
For all the people complaining about Intensity and Elemental Lord, let me ask you this:


SINCE WHEN DID ELES NEED A BUFF IN PVE?
I'll tell you when. Ever since players decided that the game would be more fun with an auto-kill button that instantly clears the map of all mobs, all of them dropping a stack of ectos each, so that they can spend all day dancing in town and waiting for Gaile to log in to join in a conga.

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

Quote:
Originally Posted by baz777
Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1


[skill]Glyph of Elemental Power[/skill]


Please tell me, what is the point?
Use both? :dunno:

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 XvArchonvX
For all the people complaining about Intensity and Elemental Lord, let me ask you this:


SINCE WHEN DID ELES NEED A BUFF IN PVE?
Quote:
posted by Series
I'll tell you when. Ever since players decided that the game would be more fun with an auto-kill button that instantly clears the map of all mobs, all of them dropping a stack of ectos each, so that they can spend all day dancing in town and waiting for Gaile to log in to join in a conga.
DING DING DING!

We have a winner! Hand the man a plushy toy.

Quote:
Originally Posted by baz777
Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1





Please tell me, what is the point?
It Stacks?

Diddy bow

Diddy bow

Furnace Stoker

Join Date: Oct 2006

Jawsome!!!!!!!!!!!

looking for one :p

A/D

I like this updadte using sin and para skills to thier full effect on other classes was silly anyway.

And looks like ill be donating unless amber suddenly has worth again XD

keli

Krytan Explorer

Join Date: Sep 2006

Budapest

E/

Quote:
Originally Posted by Kinn
Why give us these skills? To give us more options and variety when making builds - NOT to give us uber-elite god skills that never leave your bar and encourage everyone to run the same builds.

The power here is that tying them into titles, it gives loads of flexibilty to including these in all sorts of builds. That is a massive power and shouldn't be considered lightly. We don't need them to be free elites on top of that.

stop.. i agree with the itensity nerf but, this is too much, now its really worthless, just like swirling aura, its a joke now and it doesnt give you flexibility..

Sophitia Leafblade

Sophitia Leafblade

Desert Nomad

Join Date: Nov 2005

Dragon Slayer Guild [DSG]

R/

Quote:
Originally Posted by GloryFox
What the heck is wrong with most of you people? The changes to the Assassin and Paragon skill was needed to fortify a desire for those classes as a whole.

As it was the Assassin for the last year was hated and never let into Groups because of low armor and a lack of a good IAS specific for them alone. I personally had to beat both Factions and Nightfall ALONE because no one wanted a SIN in the Group. It did not matter if I could solo Shiro in under 7 minutes I was still hated by everybody.

What about the player who only plays a SIN?

This skill was exactly what the SIN needed to survive for the next chapter. Armor buffering and IAS makes the SIN truly deadly in PvE without upsetting the need for a PvP skill that would eventually become nerfed anyways. There is more to these skills then "balance" since "balance" should not exist in PvE anyways unless in comparison to roles. There is the experience of playing your class and finding a role to play on a team that is different than everybody else.

Paragons were nerfed into almost oblivion thanks to good synergy in PvP teams. As it was the Paragons primary function was too powerful for PvP so they suffered in PvE. With this skill tied to Leadership it assures that the roles of Paragons as PARTY BUFFERS will not be forgotten in the PvE game experience.

Now the Paragon and the Assassin can excel at what they were meant to excel at without upsetting the precious & delicate balance of PvP. Buffing the party vs. unbalanced foes and Killing overpowered creatures fast and living to tell the tale.
Oh so very true

Gli

Forge Runner

Join Date: Nov 2005

Quote:
Originally Posted by GloryFox
What the heck is wrong with most of you people? The changes to the Assassin and Paragon skill was needed to fortify a desire for those classes as a whole.

As it was the Assassin for the last year was hated and never let into Groups because of low armor and a lack of a good IAS specific for them alone. I personally had to beat both Factions and Nightfall ALONE because no one wanted a SIN in the Group. It did not matter if I could solo Shiro in under 7 minutes I was still hated by everybody.

What about the player who only plays a SIN?

This skill was exactly what the SIN needed to survive for the next chapter. Armor buffering and IAS makes the SIN truly deadly in PvE without upsetting the need for a PvP skill that would eventually become nerfed anyways. There is more to these skills then "balance" since "balance" should not exist in PvE anyways unless in comparison to roles. There is the experience of playing your class and finding a role to play on a team that is different than everybody else.

Paragons were nerfed into almost oblivion thanks to good synergy in PvP teams. As it was the Paragons primary function was too powerful for PvP so they suffered in PvE. With this skill tied to Leadership it assures that the roles of Paragons as PARTY BUFFERS will not be forgotten in the PvE game experience.

Now the Paragon and the Assassin can excel at what they were meant to excel at without upsetting the precious & delicate balance of PvP. Buffing the party vs. unbalanced foes and Killing overpowered creatures fast and living to tell the tale.
If 2 skills can 'rescue' a class, that class is actually better off dead if you ask me. Why don't we just give Paragons one less slot on the skillbar and put "There's Nothing to Fear!" in a fixed position?

This is game design at its worst. There are sarcastic posts all over the forums because of this situation, asking if we want auto-win skills or whatever. Apparently, we can have our auto-win skill but only if we have a Paragon in our party. Rubbish, rubbish, rubbish.

-Loki-

-Loki-

Forge Runner

Join Date: Oct 2005

Quote:
Originally Posted by baz777
If these skills were supposedly two months in the making, and I assume testing, how could they get it so wrong?

Introduce skills on the Friday and change them on the Monday?

I’m lost words!!!!!!
Not just wrong, but so unfinished. They had all this time, and apparently, according to Gaile, they were undergoing testing. We get them, and they are preliminary and subject to change very soon. Seriously, I wonder what the testers were testing. Maybe if the skills could be put in a skillbar? I'm sure it would take their testers months to test that.

keli

Krytan Explorer

Join Date: Sep 2006

Budapest

E/

Quote:
Originally Posted by Series
I'll tell you when. Ever since players decided that the game would be more fun with an auto-kill button that instantly clears the map of all mobs, all of them dropping a stack of ectos each, so that they can spend all day dancing in town and waiting for Gaile to log in to join in a conga.
I agree, but when they promise "us" some kind of good skill for pve, and yes they give us one wich is so powerful. But 8 hours later they "delete" this skill. (ye and they tested these skills for 2 months ye ye) --> big big disappointment

so it wolud be better if they add a non-damage buff spell just like no exhaustion or E-management skill, or faster casting without penalty or idk what, but this is a joke .. (btw intensity gave the eles ~+60dmg yeah its really OMGONEKILLCOMPASSRANGERSTACKECTOS SUCH skill yeah really)

and pls pvpgurus try to avoid from this topic ty..

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:
posted by Gli
If 2 skills can 'rescue' a class, that class is actually better off dead if you ask me. Why don't we just give Paragons one less slot on the skillbar and put "There's Nothing to Fear!" in a fixed position?
You don't get it... these skills rescue these classes from public scrutiny and opinion. If you ask a good Paragon or Assassin player the class obviously lived for them without these new skills. Thats why I still have my PvE Assassin after one year of Factions release despite hatred. Its true I don't need these skills to show how good of a player I am but it helps when looking for a PuG for some missions.

When GW:EN comes out my ability to find a Group will dramatically increase.

Xeeron

Xeeron

Frost Gate Guardian

Join Date: Feb 2006

Strike Force

The initial PvE skills looked quite out of balance (given which classes needed a boost and which did not), but ANet has again managed to convince me that they listen to their customers. The skill changes do exactly what was needed:

*Ele's did not need a huge boost - the overpowered skills were toned down

*Critical Agility was just to good for warriors and rangers - this was fixed by making it defacto assassin only

*Same for There is nothing to fear! - This is the huge boost that paragons needed now, and no cheap damage reduction for MMs

The only minor fact which remains is that ritualists still lose out when compared to monks and assassins, despite needing a little encouragement. Apart from that, the update does very well.

- Xeeron

-Loki-

-Loki-

Forge Runner

Join Date: Oct 2005

Elementalists didn't need a huge boost, but making their skills trash wasn't the answer.