GW:EN Skills Preview

Aera Lure

Aera Lure

Desert Nomad

Join Date: Aug 2005

In Baltar's head

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

Mo/

Quote:
Originally Posted by Chthon
OK, Round 2:

MONKCure Hex
Since it's in the healing prayers line, this one might see some play. That's a pretty big heal, and the cast/recharge/cost aren't out of line compared to other hex removal. Spotless Mind
If it removes the first hex on cast, and then every 5 sec thereafter, great skill. If you have to wait 5 sec for the first removal, not so good... Spotless Soul
Pretty much the same deal. I agree. All of one potentially useful monk skills. Three possibly, depending on how the Spotless skills work. Sigh.

dsnesnintendo

dsnesnintendo

Lion's Arch Merchant

Join Date: Jun 2006

chinese food

N/Mo

seems alot of these skills are situational(why anet why no new minion)

SanMatteo

SanMatteo

Ascalonian Squire

Join Date: May 2007

Italy

Ordine Ossidiano

Mo/Me

http://wiki.guildwars.com/wiki/Steadfast_Soul

please, change the target of this skill from "target other ally" to "target ally".
this skill maybe very effective for monks itselfs against knock-downers

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by Racthoh
I think Ghostly Weapon, Zealot's Fire, and Wielder's Zeal will be lots of fun. Who doesn't love near-free AoE damage?



I see a hammer warrior about to Hammer Bash me, Smoke Powder blinds him long enough to prevent Crushing Blow. Oh, and the axe warrior that was charging in too just missed on his Eviscerate because he was blind as well. Good luck building that adrenaline up before Smoke Powder recharges when you're attacking through miss hexes, snares, and blocks as well.

An assassin just Shadow Prisoned me... Smoke Powder triggered on his Black Lotus Strike so his Horns of the Ox just missed.



Because skills that have instant activations and can be switched on even when you're KDed are... bad? I guess I might have underrated Smoke Powder. But consider it relies on the same mechanic as Riposte (Deadly riposte is 0 activation also but isn't a stance) but doesn't count melee only, so you potentially blind nothing while not in adjacent range. Wands/staves/bows count as being struck as well. Since it is a stance, it gets killed by things like Wild Throw (which isn't in the adjacent range), and you cannot stack it with things like IAS stances, Dash, Dark Escape, and Shadow Walk.

The only saving grace really is being able to use it while knocked down or running around.

Studio Ghibli

Studio Ghibli

Wilds Pathfinder

Join Date: Apr 2005

Gaelic Storm

Quote:
Originally Posted by -Loki-
Read carefully. Savage Shot gets the bonus damage for hitting a spell, disrupting shot gets it for hitting a skill. Hoorah for the reading comprehension! You get a +1.

On a more serious note, as a main monk who's usually on prot, nothing really strikes me with the same WOW as some of the other skills.. like, say, that necro one that drops your primary attribute to 0.

The Healing Ribbon is pretty nice, and I like the buff the smiting line received.. but, eh.. ;P

Cure Hex, too. My prot baby is left sad and alone, though.

Master Ketsu

Master Ketsu

Desert Nomad

Join Date: May 2006

middle of nowhere

Krazy Guild With Krazy People [KrZy]

R/

signet of recall could actually be usefull....for warriors. And nobody else.

Sofia Sofia Sofia

Sofia Sofia Sofia

Frost Gate Guardian

Join Date: Jul 2005

The other HUGE difference between Disrupting and Savage is that Savage is on a 5 sec recharge and Disrupting is on a 12 second one.

I wonder how it is that ANet forgot how useless Savage Shot was when it was first introduced as a 10 second recharge...

Disrupting < Savage easily

In fact, none of the ranger skills look that great.

There must be some serious ranger hate over a ANet, Rangers got screwed when it came to both the Sunspear and Kurz/Lux skills.

Sli Ander

Sli Ander

Wilds Pathfinder

Join Date: Jul 2006

Deep in Maguuma, by the Falls

Liberators of Agony

Mo/R

I'll keep to the monk stuff, cause that's what I know.

Quote:
Cure Hex: 5e 1c 12r
Spell. Remove one Hex from target ally. If a Hex was removed, that ally is healed for 30...102...120 Health.
152 heal and a hex removal with good divine favor. It's dependent on the removal, but in pve you just need to know the area, and pvp tends to have a few hexes, I hear.

Quote:
Smite Condition: 5e 1c 7r
Spell. Remove one Condition from target ally. If a Condition was removed, foes in the area take 10...50...60 damage. Always happy to get another smite. Since hellhounds and some minions(and there's always death nova poisoning) like to cause bleeding, there tends to be a condition around when you're smiting. If not, its 60 unconditional damage around your tank.

Quote: Patient Spirit: 5e 1/4c 3r
Enchantment Spell. For 3 seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 15...67...80 Health. Fodder for Dwayna's kiss, and I can't think of a good use of the delayed heal unless you've got some trick up your sleeve I don't know yet.
Quote: Healing Ribbon 10e 1c 5r
Spell. Target other ally is healed for 20...92...110 Health. Up to 2 additional allies near target ally are healed for 10...82...100 Health. As someone already said, it all depends on how often you're going to have those allies within near range. Might be useful in a back line, but you're backline shouldn't be taking damage, or sitting still if they are.
Quote: Steadfast Soul: 5e 1/4c 20r
Enchantment Spell. For 5...17...20 seconds, target other ally cannot be knocked down. Slightly longer anti-knockdown than Pendulum, also without the additional knockdown of the foe.

Quote: Spotless Mind: 5e 1/4c 12r
Enchantment Spell. For 1...12...15 seconds, target other ally loses a Hex every 5 seconds.
Spotless Soul: 5e 1/4c 12r
Enchantment Spell. For 1...12...15 seconds, target other ally loses a Condition every 3 seconds. These are obviously similar. Good if you like 'cast and forget' spells or want hex removal while you move on to more pressing matters. Also, if you're ally is a hex magnet that gets hexed every time you remove one, save yourself some grief. Obvious weakness is enchant removal.

Quote:
Smiter's Boon: 5e 1/4c 10r
Enchantment Spell. For 30 seconds, your Smiting Prayers have double the Divine Favor bonus. Good for those spells like SoJ, Zealots Fire, Smite hex, or other ally targeted smiting prayers. As someone mentioned, there aren't many of these. Perhaps the rest of the skill list will shed light on some uses of this. Still happy to get another smite.Smiter's boon will come in handy using Ray of Judgement because the healing bypasses the shutdown.
Quote:

Castigation Signet:1c 20r
Signet. Target foe takes 10...50...60 holy damage. If that foe was attacking, you gain 1...8...10 Energy. Energy management for smiters FTW. THANK YOU ANET. Not as powerful as other lines, but its conditional gain that will nicely back up whatever e-management you usually use.

Quote:
Purifying Veil: -1 5e 1c 6r
Enchantment Spell. While you maintain this Enchantment, Conditions expire 5...41...50% faster on target ally. When this Enchantment ends, one Condition is removed from that ally. Kills conditions faster, and a free condition removal. Might be good if you like playing Martyr. I'd have to run this skill to see its best areas of use, though.(read less obvious uses)

Quote:
Holy Spear 4adr
Attack. If this attack hits, you deal +5...17...20 damage. If it hits a summoned creature, all nearby foes take 15...75...90 holy damage, and are set on fire for 3 seconds. This is a new paragon skill, now look at good old RoJ
Quote:
Ray of Judgement: 15e 1c 30r
Elite Spell. All your skills except Smiting Prayers are disabled for 10 seconds. Target foe and adjacent foes take 30...90 holy damage. Animated undead struck by Ray of Judgment are set on fire for 3...8 seconds. This annoyed me at first, as its nearly identical at first glance. But since its limited to summoned creatures, Holy spear is only on par versus minions, as opposed to all undead. It was a very well done, sneaky way of giving PVP paragons a boost without messing with Pve Monk Smite territory. You don't run into very many summoned undead in pve, so that's the balance which matches the 10 second disable. Definitely had me ticked until I noticed.

Also, for those complaining that Warriors, Rangers, whomever had skills effecting Cracked armor, but couldn't inflict it...it's called teamwork. I know that's not always present, but I noticed a lot of things in these skills which promoted Synergy. The first was the fact that some could inflict Cracked Armor, and other classes could benefit. The second was some of the interactions between skills, such as Earthen Shackles requiring burning. You can either dual line, or someone can bring incendiary skills. Quite a few of the skills were dual line/cross line dependent. I really liked that they did that.

But that's just my two cents

thedeadwalk!

thedeadwalk!

Wilds Pathfinder

Join Date: Jun 2006

Atlantis

The Ocean [quay]

I love the utility nature of the skills.

Serenity Divinity

Serenity Divinity

Academy Page

Join Date: Jul 2007

E/

Only one new Fire Skill....

TGgold

TGgold

Wilds Pathfinder

Join Date: Jul 2005

Flying Gophers

Rt/P

I'm liking a lot of the new skills, but some I feel need changing.

I want to see Waste Not Want Not put into Fast-Casting. It will get nerfed due to abuse from secondaries. I also want to see e-management in Fast Casting so even Mesmers aren't forced into inspiration (for once...)

http://wiki.guildwars.com/wiki/Wandering_Eye
This is looking good for PvE mesmers =)

http://wiki.guildwars.com/wiki/Inspirational_Speech
This looks scary. It's like allowing an adrenal spike with no build up. Scary. A warrior using grapple and then I Meant to Do That!, and then a para using this would allow the warrior to get off his hammer attacks as soon as he got up...

http://wiki.guildwars.com/wiki/Energetic_Was_Lee_Sa
I'm not alllll too impressed with this skill. It gains a net 8 energy after it's duration is up (assuming it lasts the 15 seconds). 8 energy every 30 seconds just isn't that impressive O.o

I'm excited for Agony + Summon Spirits + Sig of Creation though =)

Master Ketsu

Master Ketsu

Desert Nomad

Join Date: May 2006

middle of nowhere

Krazy Guild With Krazy People [KrZy]

R/

Quote:
Originally Posted by thedeadwalk!
I love the utility nature of the skills. Seconded, less gamebreaking stuff like with nightfall, and more skills that might actually add more options to the meta .

Elena

Elena

Desert Nomad

Join Date: May 2005

Belgium

Putrid Bile

Hex Spell. For 5...17...20 seconds, target foe suffers -1...3...3 Health degeneration. If that foe dies while under the effects of this Hex, all nearby foes take 25...73...85 damage.

ive always wanted a death nova i could cast on foes <3

Cloud5646

Academy Page

Join Date: Sep 2006

A/W

very disapointed with most assassin's skills... please take the energy gain skills out... those will never see any use...
vampiric assault looks cool but since it's life steal it won't do as much dmg as normal dual atks, plus, you'll have to invest alot in deadly arts. A sugestion is to make it a dual atk that must follow an offhand but still lets you use another dual atk, now that would be awesome and break the regular offhand>dual>offhand>dual.

Master Ketsu

Master Ketsu

Desert Nomad

Join Date: May 2006

middle of nowhere

Krazy Guild With Krazy People [KrZy]

R/

Quote:
Originally Posted by Cloud5646
very disapointed with most assassin's skills... please take the energy gain skills out... those will never see any use...
vampiric assault looks cool but since it's life steal it won't do as much dmg as normal dual atks, plus, you'll have to invest alot in deadly arts. A sugestion is to make it a dual atk that must follow an offhand but still lets you use another dual atk, now that would be awesome and break the regular offhand>dual>offhand>dual. Joke post ? ( failure in bold )

Midnight08

Frost Gate Guardian

Join Date: May 2006

Cantha. DE

Xen of Onslaught (Alliance of Xen-AX)

A/

Quote:
Originally Posted by Cloud5646
very disapointed with most assassin's skills... please take the energy gain skills out... those will never see any use...
vampiric assault looks cool but since it's life steal it won't do as much dmg as normal dual atks, plus, you'll have to invest alot in deadly arts. A sugestion is to make it a dual atk that must follow an offhand but still lets you use another dual atk, now that would be awesome and break the regular offhand>dual>offhand>dual. Why do you say it'll do LESS damage as life steal? At the current levels the damage is as high as Death Blossom (the higest damage Dual besides BoS). Life steal will also ignore Armor making it generally MORE effective than many Duals. The real weakness it has is its very narrow, irs good for damage on 1 target , but DB has the fast recharge (Spammable) and aoe, TF has Bleed and Deep Wound, Etc... Vamp otoh is a single target killshot possibly dealing +80 armor ignoring damage but offering little additional functionality (Besides a small heal).

DeathShadowX

DeathShadowX

Frost Gate Guardian

Join Date: Oct 2005

So basically cracked armor only affects paragons and warriors in terms of pvp, how gimp! >_<

thedeadwalk!

thedeadwalk!

Wilds Pathfinder

Join Date: Jun 2006

Atlantis

The Ocean [quay]

Quote:
Originally Posted by DeathShadowX
So basically cracked armor only affects paragons and warriors in terms of pvp, how gimp! >_< No, anyone who has above 60 armor, like dervishes and assassins, or earth eles.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

I'm wondering if Cracked Armor is going to make +30 fortitude mods more attractive than +5 armor on the average...

Midnight08

Frost Gate Guardian

Join Date: May 2006

Cantha. DE

Xen of Onslaught (Alliance of Xen-AX)

A/

yea, that is an awkward balance atm with fort "usually" winning out, but +5 AR still has its place... if cracked becones readily availible they might dissapear for the most part (with only 4 skills that cause it its no big deal yet, but could be worse if other skills are changed to add it)

Master Ketsu

Master Ketsu

Desert Nomad

Join Date: May 2006

middle of nowhere

Krazy Guild With Krazy People [KrZy]

R/

cracked armor also hurts rangers alot. Its sad how many people seem to forgot the 100AL against elemental rangers have when considering the meta...

Draxanoth

Draxanoth

Academy Page

Join Date: May 2006

Washington

Archons of the Condemned

W/Me

I just hope there's some PVE skills for tanks to help the support more than just some armor and adjacent evasion for 9 seconds.

"NOOBS!" - All foes within earshot try to kill you, and only you, for X seconds.

Alright maybe that's a little imbalanced, but you know what I mean.

NeHoMaR

NeHoMaR

Desert Nomad

Join Date: Feb 2006

Quote:
Originally Posted by Draxanoth
I just hope there's some PVE skills for tanks to help the support more than just some armor and adjacent evasion for 9 seconds.

"NOOBS!" - All foes within earshot try to kill you, and only you, for X seconds.

Alright maybe that's a little imbalanced, but you know what I mean. A tank skill, hmmm! it's really possible; I am not sure how difficult is to implement. Maybe the skill must be:

Hit Me!: Shout. For 1...15 seconds all party/allies are invisible to foes, excluding you. (strength skill, or PvE warrior exclusive skill)

JeniM

Desert Nomad

Join Date: May 2007

W/E

I like that skill idea

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by NeHoMaR
A tank skill, hmmm! it's really possible; I am not sure how difficult is to implement. Maybe the skill must be:

Hit Me!: Shout. For 1...15 seconds all party/allies are invisible to foes, excluding you. (strength skill, or PvE warrior exclusive skill) Oh man, can it have a Fight Club reference?

"I want you to hit me as hard as you can!" Shout. For 1...15 seconds, the next skill used or the next attack made by all foes within earshot target you instead.

Yumm...

ZenRgy

ZenRgy

Zookeeper

Join Date: Jul 2005

Australian Discussion Posse HQ - Glorious leader

҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#

N/E

Spear Swipe... Free dazed with almost no conditional... Hmm.

I like some of the new hex removal options though.

Melody Cross

Melody Cross

Krytan Explorer

Join Date: Dec 2006

Alliance of Anguish [aOa]

Mo/

On the smiting prayers:

Smiting Prayers are not spammable due to the high recharge. The idea is good, but the skills don’t exist in the smiting prayers line atm to make SBoon usable on a defender. A half monk, a runner, some type of support build for splits that adds pressure, maybe. In the end, a regular caster with off-monk Draw is an improvement over most smite monks in terms of pressure to opposing teams and provides more utility to their team. Existing hybrid protection build rely on heal per cast to keep players alive. Mend C and Dismiss are good because they remove conditions and heal.

I’m not saying that support smiters should have the same damage that an SF ele can put out. But it should be respectable and comparable to other utility builds out there. In the end, I wish Holy Damage were not armor ignoring. I think that was a huge mistake because it has gimped every skill in the smiting prayers line since…including these.

Because of this, Smiter’s Boon will not see serious play.

Purifying veil will defiantly see play . Good idea; just wish it wasn’t in the smite line. It may be useful to consider increasing the conditions removed, however. Dazed usually comes with a cover…still, It's Just a Flesh Wound and Cautery Sig may have found a new best friend...

Recycle for smite condi should be dropped. It’s a situational small range AoE spell that takes 1 second to cast (full cycle 8 seconds). Not worth a slot.

Castigation Signet should reduce cast time to ¼ second. Frankly, so should Bane sig while you’re in the shop. How can you use either effectively if they take 1 second to cast?

The Protection Prayers line is obviously solid, so I understand why only one skill was added to that line:

Steadfast Soul looks a useful skill for an off-monk or support smiter (overpowered in some builds, actually, where wars may intentionally KD themselves or bring skills that can put them on their backside like Crude Swing). Time and testing will tell.

Healing Prayers has some very interesting additions:

Cure Hex looks like a great skill. A non-elite Divert, just like we asked for. Can’t wait to see it in action.

Spotless Mind could be a solid non-elite removal if it doesn’t get nerfed. A non-elite Divert pointed in a different direction. Could be very powerful against hex teams for passive removal.

So could Spotless Soul. Passive condi removal sounds neat, especially in PvE. Their only problem will be that they are passive. Do they remove a hex/condition on cast or do you wait for 5-3 seconds? I’d like to see the either uptime increased or recycle reduced for both to make it easier to remove 2 hexes or 3 conditions without locking yourself into HP (and to combat enchant strips; can you say shatterbait?) but this may be a step toward viable “pure” healing builds other than HBoon or an improvement thereof.

Healer’s Covenant using enchantments has long been an idea I’ve tinkered with. Buffing existing HP enchants on a whole would widely increase the attribute’s abilities. Prot has better enchantments (the best in the game where utility is concerned) so prot sees use and is more seriously considered outside of LoD, Infuse and GoH (I think Seed still sees play in HA…been a while).

But…RC is king at condi removal, and needs to stay that way to combat the massive condition potential that exists in most team builds, PvPwise

I’m not sure which underpowered skills you are buffing though. Build diversity would improve if Elite skills that have existed since Prophecies were improved. More on that in end of post suggestions.

Healing Ribbon…no. Balling teams get owned by the AoE that exists from all the casters (and dervishes) in the game. I don’t see it seeing play without better healing or a self target ability so you can control and use it to better effect. It’s a rare and powerful skill that sees its way onto a monks bar and is incapable of healing her/him.

Patient Spirit: I dunno. It looks too weak on its heal for starters, and a lot can happen in 3 seconds. You throw a heal, you want that person healed ASAP. Derv teams will see use for spamming this. Beyond that…maybe this a turn toward “sloppy monking”. Throw it on someone who may get hit, then swap targets to someone who is getting hit…and throw it again. Maybe make it more like RoF or Divine intervention it self strips if the player takes damage or fatal damage? I just don’t know yet.

Suggestions/wishlist:

Overhaul existing ally targeting smiting spells to be viable in PvP. Retribution or Holy Wrath should not be maintained enchantments but on par as a smiter’s Spirit Bond. Change Defender’s Zeal to an ally targeting enchantment (and 5/1/10). Give Balthazar’s Pendulium a nearby AoE damage strike per cast (not a big hit, but something that would make spamming this skill worthwhile outside of a KD fest). Reduce the recycle of Judge’s intervention (and Divine intervention) by half. Then you’ll have the makings of a solid smite build that can provide support to the team via SBoon. Its not as subversive as a mesmer nor as powerful as an ele or rit, but it’s a support character that does damage…and that’s what smiters should be, imho.

If Holy damage makes you wary of such action…remove the armor ignoring aspect. It’s either that or remove smiting, and you guys seem to be trying to buff smite a little…

Healing Prayers enchantments need to be improved and made useful. The only people who take HBreeze are those who don’t know any better, your henchmen or farmers (and PS is the farmer’s bread and butter…though, if you mess with that, I think you’d have a monk riot in-game and RL). The only people who take restful breeze are…does anyone? Does anyone actually use Supportive Spirit? Outside of 4v4 arenas, Vigorous Spirit is trash for passive healing. Buff them. While you’re at it, increase heal per cast for most skills as well (orison, Words of Comfort, Whisper, et al) as well. Where protection is super because it prevents damage, HP needs to rock because it (yes, I’m saying it) overheals. So long as HP heals are as tight as they are, prot or hybrid prot will always be a better alternative hands down. You’ve made it too easy to outpressure a healing monk and ignored or stopgapped the lines shortcomings (sans LoD; one of the few great anti-pressure skills in the game). These skills are a start, but only a start, at making the HP line viable in pvp. To get HP into contention, it needs to be addressed at a fundamental level. While we’re at it, 1 second is an eternity to a decent mesmer. Reducing cast time to some of the straight heals would improve an HP monk’s ability to survive (why HBoon was so successful and remains viable in PvE). The other reason why monks prefer prot is because when they cast a spell, there is a reasonable chance it will actually land on the target. Not so much for HP.

Increase range for Healing Burst and decrease recycle, decrease uptime and recycle for healing hands and healing seed by about half to force proactive use. Buff Glimmer's heal or remove the recycle; you overnerfed it and its trash now.

DF skills need a buff. Do it. Aura of Faith could make a viable healing build or smiter build OR prot build if you could maintain it on 8 people with relative ease. Boon Sig should apply to enchantments on you, not target (and increase heal), Blight is outdated (reduce recycle to 4 and bump healing up), PnH should either supply 2 pips per cast or give an energy boost if it is removed early from you (by means other than attacking), Scribe’s insight should have massively reduced recycle, Spellbreaker…reduce recycle and leave everything else (there are too many ways to remove it now not to and it doesn’t see play because its not worth it to run something that only works on one ally ¼ of the time). Even at 7 seconds, I still wouldn’t take Withdraw Hexes into a match. Increase range to start with, lower cost and…drop recycle even more.

Buff spell shield’s uptime. I don’t care about Aspenwood, buff it. Divine Boon…gimme back my boonprot please. Reduce recycle on watchful healing to 5 or even 4 and reduce its strip heal slightly at the same time. Do all that and the DF line will be as strong a contender as prot for elite choice and diversifying builds.

Prot: Mark of Prot and Life Sheath. Reduce recycle on both. Make Shield Guardian’s effect scale to 1…3 attack skills or remove the nearby heal and make it 5/0.25/3, an attack damage triggering RoF. Guardian: reduce cast time to ¾ and increase uptime to 7. Increase uptime on Spirit Bond (or make it scale like PS) but leave the 10 attack removal in place.

That’s my wishlist anyway…when do we get a run buff?

GGs

Hong Kong Evil

Hong Kong Evil

Academy Page

Join Date: Jun 2007

Rt/R

Quote:
Originally Posted by Artdeux
Ritualists.
Need.
A.
Freaking.
Hex.
Removal.
Skill. i support this,

Mending Grip
Spell. Target ally is healed for 15...63...75 Health. If that ally is under the effects of a weapon Spell, that ally loses one Condition.

i suggest it remove a hex instead of a condition

Cloud5646

Academy Page

Join Date: Sep 2006

A/W

Quote:
Originally Posted by Midnight08
Why do you say it'll do LESS damage as life steal? At the current levels the damage is as high as Death Blossom (the higest damage Dual besides BoS). Life steal will also ignore Armor making it generally MORE effective than many Duals. It will do less dmg exatly cuz it ignores armor and it's not a +xx.
Compare it to blades of steel on a 60 AL target... bos does more then 80 dmg each strike while vampiric assault will do only 40.

Midnight08

Frost Gate Guardian

Join Date: May 2006

Cantha. DE

Xen of Onslaught (Alliance of Xen-AX)

A/

Quote:
Originally Posted by Cloud5646
It will do less dmg exatly cuz it ignores armor and it's not a +xx.
Compare it to blades of steel on a 60 AL target... bos does more then 80 dmg each strike while vampiric assault will do only 40. BoS is the highest damage dagger attack, of course its higher... the only dagger attacks that do more base damage than vamp is BoS and Death Blossom. @ 15 BoS wins by 20 if yer using a 4 skill attack chain, while Death Blossom wins by 5. Otoh, prot spells mean little to vamp, while they can greatly lower the damage of the normal dagger skills. The real question as to how comparable this is is whether dagger damage is still counted in its equation or not.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

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

Quote:
Originally Posted by dsnesnintendo
seems alot of these skills are situational(why anet why no new minion)
Wait until the PvE skills are revealed, not like the PvP crowd will be crying if there is a minion they can't use.

Quote:
Originally Posted by LifeInfusion I guess I might have underrated Smoke Powder. But consider it relies on the same mechanic as Riposte (Deadly riposte is 0 activation also but isn't a stance) but doesn't count melee only, so you potentially blind nothing while not in adjacent range. Wands/staves/bows count as being struck as well.
I was primarily thinking of it as a skill to use against a spike on a monk, where it would be unlikely that wanding will knock you out of it. Not like you see many other professions besides the monk going /W or /A for the defensive utility that becomes available.

Quote:
Since it is a stance, it gets killed by things like Wild Throw (which isn't in the adjacent range), and you cannot stack it with things like IAS stances, Dash, Dark Escape, and Shadow Walk I'm not sure how the mechanics would work on Wild Throw, whether the effect would trigger or cause it to end before the blinding. Anyone carrying an IAS stance is unlikely to use a defensive cancel, they'll more than likely be using a run buff like Dash. Dark Escape would most likely end up on a monk as well, and I can't remember the last time I watched anything where someone was using Shadow Walk; usually just SP or Recall being used on sins for shadow walking.

Looking back at it, however, it's hard to say whether it opens up new possibilities or not. It doesn't require a heavy attribute investment to get the job done, a three second blind would be more than enough time to get a prot up and do some healing. But, outside of a spike situation it doesn't exactly do much to reduce pressure. Compared to a warrior's block stance, although a higher attribute allocation is necessary, they can be used more frequently to reduce pressure and mitigate a spike.

Quote:
Originally Posted by arcanemacabre
I'm wondering if Cracked Armor is going to make +30 fortitude mods more attractive than +5 armor on the average... Carry both. Only four means of applying the condition, you won't see it that often.

Malice Black

Site Legend

Join Date: Oct 2005

Curses with Hexor's Vigor will be interesting

Defile Defenses good for warrior shut down

Atrophy - Will be loving this if they don't nerf it.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

There are some good Monk and Warrior skills in there I haven't gone through all of them but some look really good.I just wonder what is an elite or whats not if these are just normal skills.

To Melody Cross maybe they should reduce the energy cost on HB.

Risa

Risa

Frost Gate Guardian

Join Date: Aug 2006

The Nights Watch [Crow]

Mo/

Only recently began looking, but Feral Aggression is looking pretty darn nice...
Added - Cure Hex is making Healing Prayers a little more attractive to me.

achilles ankle

Frost Gate Guardian

Join Date: Feb 2006

USA

The Primevil Spartans

A/

OK..here we go lol

After looking at the skills, im loving almost all of them. The only reason im a little concerned is because, some of them just seem too good to be true.
Atrophy seems way to powerful, as well as rapid fire. An assassin investing only 5-6pts into marksmanship can keep up a 33% faster attack rate indefinalty....along with all the other melee professions. Have a feeling this is going to be moved to expertise. Cure hex, well first i have to say THANK YOU ANET, and secondly...please dont hurt it that much. Monks have needed a cheap hex removal for a long time, considering a necro can put on about 6 hexes in less than 5 seconds and a monk, minus an elite, can take off maybe 1? in that same time. At least there is some balancing going on i guess.
Burning shield is a skill i have been wanting since i first began playing guild wars and discovered the condition burning. Dont really fear it being nerfed because since mending touch conditions are not really a problem anymore.
Spear Swipe looks awesome, cant wait to try that out. Disrupting anthem's recharge will be increased, especially because of AB where a shout can affect, literally, ur ENTIRE team. The two "Spotless" monk skills are pretty cool IMO. Poison tip signet just killed poison arrow if it wasnt already killed.
Vampric assualt combined with nighmare weapon(VERY NICE), as well as Signet of deadly corruption+signet of toxic shock looks nice too.

Cracked Armor seems like a pvp condition, as well as alot of these skills. Not really worried though because there are 50PVE ONLY skills coming out, as well as all of the elites.
Sorry if this seems more like a pvp post, but i have not really dont much pve in the past few months because it has just been too repetative.
well..thats all i got for now, go ahead discuss/rant/tear me apart.
---> http://wiki.guildwars.com/wiki/List_...e_North_skills <--
ah one more thing, melody cross..about your wishlist. I think 80% of the suggestions you made were to reduce the recast rate on monk spells. Dont really think its gonna happen, i mean how often does anet actually REDUCE recast rate. I wish it would happen, but i highly doubt any of it is gonna happen. and i think boonprot/heal is dead lol, move on to bigger and better things.
just wanna say again THANK YOU FOR THE MONK HEX REMOVALS since they will actualy be used.

Siva arwen

Academy Page

Join Date: Nov 2005

E/Mo

before u say Vampiric Assault suck, do u know y this skill used Deadly Arts instead of Dagger Mastery or Critical Strikes? do u know there is a build that use high Deadly Arts and throw dagger? do u know any of these skills Iron Palm, Dancing Daggers, Mantis Touch, Impale? with this skill, Vampiric Assault, Deadly Arts doesnt need a high Dagger Mastery to use dual-atk for high dmg or hight Shadow Arts for self-healing. Dont u understand it now?

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Defile Defenses + Dual Shot + Forked Arrow + Needling Shot = dead Protect Monk

Guardian, Aegis, and Shield of Deflection get raped.

Ranger and Warrior will too, as they both have many stances to block.

I don't look forward to playing my Paragon in PvE with Necros using Vocal Minority. Cacophany will just be worse.

I see Necro getting nerfed big time before this goes live.

Ouch.... I just realized Vampiric Assault is a Dual Attack, meaning it hits twice. 84 stolen health at 16 Deadly Arts..... wow.

Zaganher Deathbane

Zaganher Deathbane

Frost Gate Guardian

Join Date: Jul 2006

Las Vegas

N/

Way of the Warrior? This doesn't sound like a useable skill. Assassins can't use this because they need daggers and for other class to use this, they need to pump up critical strikes to use its decent effect but since critical strikes is an assassin's primary attribute this will never see action in any skill bar