GW:EN Skills Preview
Aera Lure
Quote:
Originally Posted by Chthon
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
seems alot of these skills are situational(why anet why no new minion)
SanMatteo
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
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
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.
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
Quote:
Originally Posted by -Loki-
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
signet of recall could actually be usefull....for warriors. And nobody else.
Sofia Sofia Sofia
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.
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
I'll keep to the monk stuff, cause that's what I know.
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Cure Hex: 5e 1c 12rQuote:
Spell. Remove one Hex from target ally. If a Hex was removed, that ally is healed for 30...102...120 Health.
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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.
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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:
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