Update - Thursday August 16

Xitoahc

Xitoahc

Ascalonian Squire

Join Date: Mar 2006

NYC

Kingdom of the Sixth Aspect [KSA]

R/

Skill Updates

Assassin
  • Dark Apostasy: reduced casting time to .25 seconds.
  • Fox Fangs: reduced activation time to .5 seconds.
  • Golden Fox Strike: reduced recharge time to 4 seconds.
  • Iron Palm: reduced Energy cost to 5.
  • Jagged Strike: increased Bleed duration to 5..20 seconds.
  • Jungle Strike: reduced activation time to .5 seconds.
  • Locust's Fury: reduced recharge time to 10 seconds.
  • Palm Strike: reduced Energy cost to 5.
  • Unsuspecting Strike: reduced recharge time to 2 seconds.
  • Way of Perfection: increased duration to 60 seconds; decreased casting time to .25 seconds.
  • Way of the Empty Palm: reduced recharge time to 10 seconds.
  • Wild Strike: this Skill is now unblockable.

Ritualist
  • Ancestors' Rage: decreased casting time to .25 seconds; removed Exhaustion; functionality changed to: "For 1 second, nothing happens. When this Enchantment ends, all foes adjacent to target ally are struck for 30..130 lightning damage."
  • Anguish: reverted skill to its original behavior. Defiant Was Xinrae: reverted skill to its original behavior.
  • Disenchantment: reverted skill to its original behavior.
  • Dissonance: reverted skill to its original behavior.
  • Spirit Burn: functionality changed to: "Target foe is struck for 5..50 lightning damage. If any Spirits are within earshot, Spirit Burn causes Burning for 1..3 second(s)."
  • Wanderlust: reverted skill to its original behavior.
  • Wielder's Strike: increased recharge time to 6 seconds; decreased unconditional damage to 5..50; decreased conditional damage to 10..40; removed exhaustion.
  • Xinrae's Weapon: reverted skill to its original behavior.

Victory or Death Changes
  • Increased the total time between GvG matches in Automated Tournaments to 35 minutes. Games use a tie-breaker if not complete within 28 minutes, with an extra minute on either end for map loading or internet delays (total 30 minutes), and 5 minutes between each round to allow teams more time to organize.

Miscellaneous
  • Made additional adjustments to the Luxon Warriors in Fort Aspenwood to prevent them from fleeing homeward when the siege turtle is killed.
  • Fixed a bug that occasionally cut off lengthy trade and party-search-related messages in the Chat panel.
  • Added additional trade and grouping keywords to the list of words that trigger Party Search.
  • Changed the layout of the Forgotten Shrines and Fetid River Heroes' Ascent maps.
  • Added a message to alert players when someone in their district has achieved a maximum title that counts toward earning Favor of the Gods.

Bug Fixes
  • Fixed a bug that prevented Water Tormentors and Sanity Tormentors in the Domain of Anguish from having weapons when created by the Call to the Torment skill.
  • Changed Abaddon’s AI for "Words of Madness" so it does not allow entirely avoiding him while achieving Masters level completion of the mission at the same time.

frodo7

frodo7

Ascalonian Squire

Join Date: May 2007

Thanks to ANET for listening to thier customers and reverting the changes to the rit skills. I think that the one second delay on Ancestors Rage was a good compromise.

byteme!

byteme!

Forge Runner

Join Date: Jan 2006

On Earth

W/P

On behalf on many many many Ritualists...


THANK YOU!

Taurucis

Jungle Guide

Join Date: Jul 2006

The edge of reason

I don't play any more.

W/E

Quote:
Originally Posted by Xitoahc
Miscellaneous

-Fixed a bug that occasionally cut off lengthy trade and party-search-related messages in the Chat panel.
Bug Fixes

-Fixed a bug that prevented Water Tormentors and Sanity Tormentors in the Domain of Anguish from having weapons when created by the Call to the Torment skill.
-Changed Abaddon’s AI for "Words of Madness" so it does not allow entirely avoiding him while achieving Masters level completion of the mission at the same time.
YAY! It's finally ifixed !

Does this mean the Realm of Torment is harder than it already is? >_>

Mr. Fahrenheit

Lion's Arch Merchant

Join Date: Dec 2006

Broadway

D/

I'm glad they fixed Wild Strike...but if only it was a lead attack.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Until we can no longer bypass lead attacks all together off>dual>off>dual will always be used because of bar compression. The buff to wild strike is a year and a half late. GJ anet.

Phantom Gun

Phantom Gun

Frost Gate Guardian

Join Date: Aug 2006

Minion Bombing in Elona

The Drunken Dragons [DRNK]

Rt/N

As far as the Rit update goes, well, i'm so happy I could almost cry. However i'm not going to take it that far because it's a game. Thank you so much for ditching Exhaustion on the ritualist. Best update ever! Well maybe not, but it feels that way kind of.

sindex

sindex

Wilds Pathfinder

Join Date: Aug 2006

California

Swords of Night & Day [SWRD]

Yeah I second the jump of joy, with the Rit getting their function back. Um, so the Abbadon exploit just not work anymore then I take it?

Hollow Gein

Hollow Gein

Krytan Explorer

Join Date: Aug 2007

Menos Espadas

N/

You have my thanks. Good update.

thor hammerbane

thor hammerbane

Forge Runner

Join Date: Jun 2005

Dark Side of the Moon

Fat Kids Are Hard To Kid[nap]

Nice. Buff to sins, kinda of negation buff to rits. I'm quite fine with ancestors rage now

boo at abbadons mouth. wanted to get my rit through game to do it that way ^.^

Sleeper Service

Sleeper Service

Jungle Guide

Join Date: Dec 2005

CULT

oh no they've left reckless haste as it is....its been off my skill bar for the past week now =/

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

"Thanks for the (insert anything here) (buff/nerf) youre (insert time frame here) too late."

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Finally, people can stop complaining about the blockability of wild strike. I do fear that they might tweak the damage later though.
Also an excellent buff to unsuspecting strike, finally a fast recharging lead option other then jagged strike for the PvE lead>wild>death blossom combo.

And good change to spirit burn. Maintains usefulness while eliminating some of the spikeability of the skill (since the burning won't stack up with multiple hits).

placebo overdose

Wilds Pathfinder

Join Date: Jan 2007

N/

i have a feeling that now that they buffed the rit they are gonna nerf it again

LumpOfCole

LumpOfCole

Krytan Explorer

Join Date: Jul 2006

Orlando, FL

Rt/

Joyous was LumpOfCole: Hold ashes of your previously awesome Ritualist build. Wait 14..7 days after major unfortunate skill balance, gain one smile.

trobinson97

trobinson97

Wilds Pathfinder

Join Date: Mar 2006

Guildless :(

R/

Thank you for undoing those horrible things to my Rit!

Nittle Grasper

Lion's Arch Merchant

Join Date: Apr 2007

E/

Quote:
Originally Posted by twicky_kid
Until we can no longer bypass lead attacks all together off>dual>off>dual will always be used because of bar compression. The buff to wild strike is a year and a half late. GJ anet.
took them 2 years to fix barrage removing gylphs >.>

The sin update made them a little better Although Iron Palm is now the best lead eva

VitisVinifera

VitisVinifera

Banned

Join Date: Nov 2005

Northern California

HoTR

N/Me

Hopefully Izzy ate a spoonful of humility when Rit exhaustion was unnerfed.

No more completely crazy nerfs please. That experiment went over as well as (insert your favorite potty humor joke here).

Regarding the fix to 'cuts lengthy party and trade messages' thing, is this exactly what Gaile said would be impossible to do?

Sergeant of Marines

Sergeant of Marines

Desert Nomad

Join Date: Jul 2006

Japan

[트두므s], Guild Leader

Mo/

Great Update all around. Good Job ANET!

Neo Nugget

Neo Nugget

Site Contributor

Join Date: Jan 2006

R/

woo glad about the rit updates

ty anet!

/cookie

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

LMAO

After doing some testing, I have determined that Ancestor's Spike, is totally dead.

Why? With the new mechanic of the skill, each new casting of it within that 1 second will renew the timer before it deals damage. That means that only 1 Ancestor's Rage can go off on a target at once. Waiting that long between damage makes spiking impossible.

Also, burning doesn't stack either.

LumpOfCole

LumpOfCole

Krytan Explorer

Join Date: Jul 2006

Orlando, FL

Rt/

Exhaustion would be fine to add to Rits only if Spawning Power points gave Rits somehow a way to combat it or lessen the effect, just like how Energy Storage lets Eles naturally combat it with piles of mana.

Alienufo

Alienufo

Pre-Searing Cadet

Join Date: Feb 2006

The Gaurdians Of Avalon [GOAT]

R/Mo

is anyone else aggravated with these skill changes? i personally was happy when they added exhaustion, ill agree the spirits like dissonance and wanderlust didn't need the exhaustion, but the rit spike skills, definitely. and...1 second on ancestors rage, inst going to change anything. most of the ancestors rage spikes use kd and shadowprison, so by the time the you can get back up or try to run they've spiked you down. and whats with the antimelee nerfs? its absolutely rediculous to make reckless haste worthless and price of failure 15 energy, plus the nerf on blurred vision. it seems like they are just making it easier for joe wammo to get glad points and fame. and the 2 second recharge on unsuspecting strike?? thats just retarded, its a very damaging skill as it is, theres absolutely no need to buff the recharge. things that actualy need a nerf are getting ignored, like warmongers weapon, and deadly paradox. im just really dissapointed in all the recent skill changes. they are basicaly catering to FOTM builds.

ShadowbaneX

Wilds Pathfinder

Join Date: Jun 2006

Heroes of the Horn

A/Me

Quote:
Originally Posted by Mr. Fahrenheit
I'm glad they fixed Wild Strike...but if only it was a lead attack.
I think they need to change the functionality of the lead/off/dual chains. You should be able to hit with any attack, but you should get bonuses (damage/conditions/etc) if you follow a chain. For instance Wild Strike could be "This attack cannot be blocked. Target losses one stance. If following a lead attack it deals +10...30 damage." Dual attacks could get one bonus for following a off-hand and a seperate bonus if that off-hand was preceeded by a lead attack. Just having everything miss is annoying and makes little sense.

Shadis

Shadis

Frost Gate Guardian

Join Date: Oct 2006

I already miss my Exhaustion-Causing Spirits and Xinrae's skills. Hopefully they aren't done tinkering with those, because now they are nearly useless again.

Exhibit A

Exhibit A

Ascalonian Squire

Join Date: Aug 2007

W/

YES! My Rit was sad, but now he's happy! I propose a big Ritualist party in Shing Jea!

Esan

Esan

Jungle Guide

Join Date: Jul 2007

Wars

Thanks for fixing the Abaddon exploit! I didn't even know about it, so I went to the official wiki to read about it. Masters in hard mode with just 2 skills indeed!

Glad to see the ritualist un-nerf also. Ancestor's Rage is kind of interesting now: slap it on and shadow step to a target. Bam!

Good update all around.

Hyper Cutter

Hyper Cutter

Desert Nomad

Join Date: Jun 2006

Knights of the White Eye [HINA]

Quote:
Originally Posted by Alienufo
1 second on ancestors rage, inst going to change anything. most of the ancestors rage spikes use kd and shadowprison, so by the time the you can get back up or try to run they've spiked you down.
I think you missed the part where Ancestor's Rage became an enchantment...

Dragonious

Lion's Arch Merchant

Join Date: Jun 2005

Hot Springs, AR

Dei Victorae [dV]

R/W

The new changes brought to Spirit Burn, Ancestor's Rage, and Wielder's Strike were a lot better thought out this time. Though I loves seeing rit spike in all forms nerfed to the ground, this provides more utility for rits while keeping spike to a minimum. Absolutely love the change to A Rage and it has solved the spike issue while making it an awesome, cheap, and powerful 1-time-damage enchant. Spirit Burn's Burning is a very awesome pressure skill now with the burning effect, and even though Wielder's isn't the strongest spike skill, it has a ton of pressure output with the halved recharge.

countesscorpula

Wilds Pathfinder

Join Date: Nov 2006

Gwen Is [EVIL]

N/

Quote:
Originally Posted by Alienufo
is anyone else aggravated with these skill changes? i personally was happy when they added exhaustion, ill agree the spirits like dissonance and wanderlust didn't need the exhaustion, but the rit spike skills, definitely. and...1 second on ancestors rage, inst going to change anything. most of the ancestors rage spikes use kd and shadowprison, so by the time the you can get back up or try to run they've spiked you down.
It would seem you missed this post just a few above yours:

Quote:
Originally Posted by curse you
After doing some testing, I have determined that Ancestor's Spike, is totally dead.

Why? With the new mechanic of the skill, each new casting of it within that 1 second will renew the timer before it deals damage. That means that only 1 Ancestor's Rage can go off on a target at once. Waiting that long between damage makes spiking impossible.

Also, burning doesn't stack either.

DarkGanni

DarkGanni

Forge Runner

Join Date: Mar 2006

Malta

[CuTe]

E/

I love the huge buff to sins, Thanks Anet!

/bow

gasmaskman

gasmaskman

Krytan Explorer

Join Date: Jun 2006

None, I don't play anymore.

Mo/W

Anyone see this?
"Changed the layout of the Forgotten Shrines and Fetid River Heroes' Ascent maps."
Or does nobody care?

Kashrlyyk

Kashrlyyk

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Xitoahc
Skill Updates


Ritualist
[*]Ancestors' Rage: decreased casting time to .25 seconds; removed Exhaustion; functionality changed to: "For 1 second, nothing happens. When this Enchantment ends, all foes adjacent to target ally are struck for 30..130 lightning damage."
.....
Isn´t this a huge buff for Mirror of Disenchantment?

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

Nice buff to way of perfection. Usually it only stayed up for recharge if you had 12 shadow arts.

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

Quote:
Originally Posted by Kashrlyyk
Isn´t this a huge buff for Mirror of Disenchantment?
No. The enchantment doesn't last long enough for it to matter. Besides, you can't stack Ancestor's Rage, meaning it has zero multi use spike usage now.

Sasuke The Betrayer

Sasuke The Betrayer

Wilds Pathfinder

Join Date: Jan 2006

Los Angeles

Pink Pearl

Mo/Me

Way of Perfection: increased duration to 60 seconds; decreased casting time to .25 seconds.


Am I reading it right, Winterclaw? It seems to be buffed....

vikdog

Frost Gate Guardian

Join Date: Jan 2006

I liked the exhaustion on Anguish. 10e + exhaustion was easier to use than 25e.

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

Quote:
Originally Posted by Sasuke The Betrayer
Way of Perfection: increased duration to 60 seconds; decreased casting time to .25 seconds.


Am I reading it right, Winterclaw? It seems to be buffed....


It was buffed and I like it that way.

Dervish Warrior

Academy Page

Join Date: Jul 2007

Legacy Of Angels

D/

NOOOOOOOOOOOOOOOOOOOOOOOOOOOO
rit spikes are nerfed now... at least exhaustion is gone.. but i would very much appreciate it if it just went back to normal... ancestors rage an enchantment ???????????????????
and then spirit burn is only 50 damage.. not 100 cause of nearby spirits...
And fix Shield Of Regeneration.. not being able to maintain it on 2 people at once without stress...

at very least.. make spirit burn do damage near spirits, not cause burning, and make ancestors 1 second delay... not a enchantment....
20% more lengthy enchants FTL when using channeling rit >:-(

Xenex Xclame

Xenex Xclame

Desert Nomad

Join Date: Mar 2006

DPX

R/

Edit : (Sorry late post) @ Kashrlyyk :No, its a single target enchantment, same as if you were to use a skill like Balthazar's aura on that ally, this one just takes 1 second before it actually does something.

Re-Edit: So basically you want rits to they broken and overpowered way they were before any changes Dervish Warrior?