Which other skill lines need a buff
Esan
If Earth Magic is terrible, why are 99% of ele tanking builds built around Stone Striker/Stoneflesh Aura/Armor of Earth/Sliver Armor/Obsidian Flesh?
Grasping Earth and Ward Against Melee would, by themselves, redeem the attribute in PvP. In fact, I see only one absolutely useless skill in that attribute: Iron Mist.
Grasping Earth and Ward Against Melee would, by themselves, redeem the attribute in PvP. In fact, I see only one absolutely useless skill in that attribute: Iron Mist.
Tamuril elansar
death magic - except from minions in pve its bad
blood magic - no real usefull skills in it, will always be used only as a spike tool.
earth magic - needs more than just wards
smithing - lol
blood magic - no real usefull skills in it, will always be used only as a spike tool.
earth magic - needs more than just wards
smithing - lol
Tamuril elansar
Quote:
Originally Posted by Esan
If Earth Magic is terrible, why are 99% of ele tanking builds built around Stone Striker/Stoneflesh Aura/Armor of Earth/Sliver Armor/Obsidian Flesh?
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GloryFox
Quote:
Deadly Arts could use a little TLC as well. |
Team Spam Assassins Promise + EVAS = FTW
Rinse then Repeat.
The only attribute I could possibly see as needing a Buff is communing and Spawning power. There are a couple of ways to solve these issues.
1) Move Blood Song back to communing where it belongs. Move Anguished was Lingwah to Channeling.
2) Reduce the cost of Shelter back to 15.
3) Move either Signet of Spirits or Offering of Spirit to Spawning Power but not both. As it is now both skills provide energy however OoS seems to be the better of the two. Makes no sense to have two elites that do similar things to be in the same attribute. Especially since OoS is the better of the two Elites.
GloryFox
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posted by Tamuril elansar death magic - except from minions in pve its bad blood magic - no real usefull skills in it, will always be used only as a spike tool. earth magic - needs more than just wards smithing - lol |
Death Magic is very powerful as is even without the Minions.
Blood Magic has some of the best elites in the game.
Earth Magic... have you ever played a earth ele or used Sandstorm?
Smite.... I assume you meant to say Smite? Sig Smiter's are very powerful especially in groups. Go /ME secondary and use a combination of Inspiration and Smite skills and you will find some exceptional team builds based on Signet Smite skills. Also BA is not a bad skill as some people seem to think. Monster AI does not run from BA being cast upon a Pet.
Numa Pompilius
Necros don't need any buffs. They're already the most powerful class in the entire game wrt PvE. Soul Reaping is still the best energy management line in the game, even with the timer (which puts an upper limit to extra energy gain at the equivalent of 10 pips).
Yeah, the blood line is a bit underused, but it's only weak compared to the uberness of Curses and Death, not when compared to lines in most other professions.
So, necros don't need buffs. They'll get it anyway, of course: they're ANets pets and are buffed as often as mesmers are nerfed.
Mesmers don't really have a problem with their illusion line either. Yeah, it's stinking useless, but the mesmer problem is more fundamental than that: mesmers don't excel at anything in PvE.
Personally I still think mesmers don't need to be buffed as much as eles, necros and rangers need to be nerfed: those classes have skills which make them better at shutdown and interrupting than mesmers, and as long as that's the case mesmers will never be in demand.
I don't really see Elementalists as having a problem. They've got one serious damage line - fire - and three support lines. I don't know, seems to me that is by design. Lines aren't supposed to be self-sufficient and have heal, damage, and support in the same line (exception: anets pets, the necros).
Basically the elementalist complaint is that they need to spec in at least three lines if they want to do nuke-damage AND good support. Well cry me a river.
Smiting for monks. Here's the deal: monks are not damage dealers. They're the games best tanks and the games best healers, but if you want to do serious damage to stuff... oh wait, monks can do that too. In fact, I seem to remember doing Cathedral of Flames and parts of the UW in hardmode with just two monks in last week, and wasn't I farming raptors and angorodons with those monks too? Yeah, I believe I was. What was the question again?
Assassins, rits and dervishes: don't play'em and have no view on them.
Yeah, the blood line is a bit underused, but it's only weak compared to the uberness of Curses and Death, not when compared to lines in most other professions.
So, necros don't need buffs. They'll get it anyway, of course: they're ANets pets and are buffed as often as mesmers are nerfed.
Mesmers don't really have a problem with their illusion line either. Yeah, it's stinking useless, but the mesmer problem is more fundamental than that: mesmers don't excel at anything in PvE.
Personally I still think mesmers don't need to be buffed as much as eles, necros and rangers need to be nerfed: those classes have skills which make them better at shutdown and interrupting than mesmers, and as long as that's the case mesmers will never be in demand.
I don't really see Elementalists as having a problem. They've got one serious damage line - fire - and three support lines. I don't know, seems to me that is by design. Lines aren't supposed to be self-sufficient and have heal, damage, and support in the same line (exception: anets pets, the necros).
Basically the elementalist complaint is that they need to spec in at least three lines if they want to do nuke-damage AND good support. Well cry me a river.
Smiting for monks. Here's the deal: monks are not damage dealers. They're the games best tanks and the games best healers, but if you want to do serious damage to stuff... oh wait, monks can do that too. In fact, I seem to remember doing Cathedral of Flames and parts of the UW in hardmode with just two monks in last week, and wasn't I farming raptors and angorodons with those monks too? Yeah, I believe I was. What was the question again?
Assassins, rits and dervishes: don't play'em and have no view on them.
Tamuril elansar
Quote:
Originally Posted by GloryFox
The above is a joke?
Death Magic is very powerful as is even without the Minions. Blood Magic has some of the best elites in the game. Earth Magic... have you ever played a earth ele or used Sandstorm? |
whats so powerfull about death magic thats really usefull? rising bile/taint is only thing i can think off
sandstorm sucks, you just move out of it. i never played earth ele because they suck since sandstorm nerf
NoXiFy
Fast Casting. =/
Numa Pompilius
Quote:
Originally Posted by Tamuril elansar
so what are all those good blood magic elites?
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whats so powerfull about death magic thats really usefull? rising bile/taint is only thing i can think off |
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sandstorm sucks, you just move out of it. i never played earth ele because they suck since sandstorm nerf |
RavagerOfDreams
Quote:
Originally Posted by GloryFox
Deadly Arts is fine as it is and if you think it needs a buff take a look at Assassins Promise again.
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imo the rest of the skills in that attribute could use a little buff
as for the rest
smiting prayers
inspiration
fast casting (although the psychic instability was nice ty anet)
communing
spawning
Aera Lure
Smiting Prayers and Water Magic.
Gun Pierson
Quote:
Originally Posted by GloryFox
Sig Smiter's are very powerful especially in groups. Go /ME secondary and use a combination of Inspiration and Smite skills and you will find some exceptional team builds based on Signet Smite skills.
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Gregslot
Most of you are complaning 100% about pve.
Im see most of the people saying "thats crap, add some 1337 skillz lulz!"
Since when A.o.E effect gets the job done?
Im see most of the people saying "thats crap, add some 1337 skillz lulz!"
Since when A.o.E effect gets the job done?
bhavv
Quote:
Originally Posted by Crimso
Although it is weak smiting can't be improved because of the power creep of the monks healing/prot making smiting as good or nearly as good as other classes offensive attributes would imbalance the game.
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Ever played a ritualist?
Rits can actually heal far better then monks and have godly E management skills under spawning. They dont have as many prots or hex removals sure, but they are all round solid healers and damage dealers.
So if rits are really good at both healing and damage, why cant monks be as well?
masta_yoda
water doesnt really need a buff, ward against harm, shatterstone, deep freeze, maelstrom and other snares are good
and to above, rits suck cause they cant prot , ud get pounded by a hammer warrior before u can even cast a spell
and generally monks are made for healing thats what monks do, smiter monks suck these days
and to above, rits suck cause they cant prot , ud get pounded by a hammer warrior before u can even cast a spell
and generally monks are made for healing thats what monks do, smiter monks suck these days
Splitisoda
Nothing Really, I GUESS you could tune Spawning Power, Communing, Shadow Arts a bit more.
Nerf ...
Expertise 40% energy reduction at 10, 60% at 15? Are you ****ing kidding me?
Fire Magic - This might need a SLIGHT tuning.
Nerf ...
Expertise 40% energy reduction at 10, 60% at 15? Are you ****ing kidding me?
Fire Magic - This might need a SLIGHT tuning.
Yuhe Ji
Quote:
Originally Posted by Splitisoda
Nerf ...
Expertise 40% energy reduction at 10, 60% at 15? Are you ****ing kidding me? |
I think Deadly Arts needs a buff. Doesn't have much use in common sin builds. Necros don't need any more buffs.
ManMadeGod
Quote:
Originally Posted by Malice Black
Blood. It sucks, badly.
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Most necros with blood build in arena suck.
ANet doesn't want necro to spike, so they nerf Oppersive Gaze and Ango's Gaze. But there are not useful hexes but poor life stealing spells.
But still, why do ppl bring Life Transfer anyway?
If I have to use it, then change it to " For 3...15 sec, you steal 10...25 health from target foe each second." It will be better then degen/regen based skill.
There are to many junk blood spells that dealing poor dmg, tbh I prefer some more creative hexes.
EX:
Vampiric Spirit: Hex Spell. For 3...24 sec, Target foe steals all his nearby allies' health for 10... 20 each second.
Kerwyn Nasilan
WE need to buff the norn skills Ursan Blesssing in particular, needs self heals, and no enchantment removal so I can keeps mah mending up. ANET PLZ BUFF URSAN SO WE DUNT NEED MONKZ
bhavv
Quote:
Originally Posted by Kerwyn Nasilan
WE need to buff the norn skills Ursan Blesssing in particular, needs self heals, and no enchantment removal so I can keeps mah mending up. ANET PLZ BUFF URSAN SO WE DUNT NEED MONKZ
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Energy degen replaced with +2 regen.
Resilience of the bear - you gain 1...10 health regen lasts 8 secs, recharges in 12.
Body of the bear... You gain 1...10 damage reduction. Lasts 8 secs, recharges in 12 secs
Strong Bear hide - you gain 1...10 armor. 8s d / 12s recharge.
These are all skills and cannot be removed in any way.
bhavv
Quote:
Originally Posted by masta_yoda
and to above, rits suck cause they cant prot , ud get pounded by a hammer warrior before u can even cast a spell |
You can make 2 rit healers and put a couple of aegis and prot spirits on your necros or ellys.
I vanquish any area of cantha where 2 rit hench are available without a single fail monk XD.
Necros with prots, wards on me and rit healers with attuned was songkai FTW.
masta_yoda
Quote:
Originally Posted by bhavv
No, you try using 2 rit henchmen in cantha on HM instead of the lousy monks then say that XD.
You can make 2 rit healers and put a couple of aegis and prot spirits on your necros or ellys. I vanquish any area of cantha where 2 rit hench are available without a single fail monk XD. Necros with prots, wards on me and rit healers with attuned was songkai FTW. |
bhavv
Quote:
Originally Posted by masta_yoda
i was referring to pvp
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PVP was the first place where monkless teams emerged are were godly IMBA. So why cant monks do the same thing?
Tamuril elansar
Quote:
Originally Posted by Numa Pompilius
You're not seriously suggesting that Blood is Power, Offering of Blood, or Spoil Victor, are bad, are you?
That's two. Then there's Putrid Explosion, Putrid Bile, and Well of the Profane. A bunch more are good, but not outstanding - however you do realize that the point of Death Magic is minions, and that minionmasters have the greatest damage-per-second of anyone in the game, right? That argument works equally well for every single non-instant AoE spell in the entire game. Meteor shower sucks. Maelstrom sucks. Savannah Heat sucks. Chaos Storm su... No wait, that one really DOES suck. |
mealstrom is only good if you can get some1 in it snared, and even than you're just waisting the energy cuz you can also get a mesmer to disable a monk.
putrid explosion recuires a corpse, so its not really good as its barely usable in a match, putrid bile i already mentioned is pretty good if you can cover it and get advantage out of it at a good time, well of profane is not good, also on of those things you just move out of and never walk into + you first need to kill stuf
blood is power is just lol, learn to maintain energy and get a good elite.
offering of blood...necro's don't need energy mana, if they do you have sig of lost souls, their much better elites instead
spoil victor can also be replaced by better necro elites like corupt enchant or taint, both will give more presure and makes things die faster.
edit: i was reffering to pvp. nvm if you think pve needs balance
upier
Quote:
Originally Posted by lutz
Pretty sure Inspiration is already good.
Smiting and (maybe) Blood are the only two that might need to be buffed. You have to realize that most of these trees were not made for you to spec 14 (or 16 if you're suicidal) into - rather, things like Inspiration, Shadow & Deadly, and Command were meant to be "splashed" for - speccing 6-9 into, rather than placing heavy atts in the tree. |
The problem is what else the line offers.
So it's difficult to buff that because it would blow up otherwise.
Smitting is an issue because of the support capabilities that the other 3 lines offer. Considering how insane they are - smitting once again needs to pretty bad.
Command - isn't something that one would invest 6-9 in. The problem is that if one invests less then 9 into it - one needs to bring up motivation to at least 9 for the shield.
Quote:
Originally Posted by Malice Black
Blood. It sucks, badly.
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Life stealing needs to be kept in check. IF the life stealing would be changed into shadow damage - we'd have something to work with.
Stormlord Alex
Quote:
Originally Posted by bhavv
Resilience of the bear - you gain 1...10 health regen lasts 8 secs, recharges in 12.When it ends, you lose all hexes and conditions and gain 100...250 health
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Quote:
Originally Posted by upier
There is no way they can buff that.
Life stealing needs to be kept in check. IF the life stealing would be changed into shadow damage - we'd have something to work with. |
More support stuff like Orders and BR and more degen- and hex-based damage (so it can't stack) is the way forward, imo.
odly
Some of these skill lines are fine the way they are. You have to accept they have their own play styles though.
Just and example :
A Blood necro can be good in PvP for spiking and he can be good in PvE for an orders necro supporting a physical team. He indirectly deals more damage than each off the phisicals on their own.
Not that this is the only thing a blood necro can do btw.
Just and example :
A Blood necro can be good in PvP for spiking and he can be good in PvE for an orders necro supporting a physical team. He indirectly deals more damage than each off the phisicals on their own.
Not that this is the only thing a blood necro can do btw.
N1ghtstalker
blood magic has great skills but those are mostly only usable in PvE (spoil victor ftw) nonetheless a buff would be really nice
and the guy who says Blood is power and Spoil victor are bad doesn't know what great use those skills have in PvE
and the guy who says Blood is power and Spoil victor are bad doesn't know what great use those skills have in PvE
ManMadeGod
Quote:
Originally Posted by upier
There is no way they can buff that.
Life stealing needs to be kept in check. IF the life stealing would be changed into shadow damage - we'd have something to work with. |
hex spell(...sec) steal 20...40 health from target foe, and that foe is hexed with xxxxxx, loses ..... heath each second.
Problem solved.
Something like how they fix Rit spike (Spirit Burn and Ancestor's Rage).
Or something special:
Elite hex spell: for ... seconds, whenever target foe uses a skill, that foe sacrifices 2...15% health. (maximum 60... 100).
zwei2stein
Blood is pretty awesome, imho:
D/N Orders, gogogo.
It could use some love as DD line, true, but it is support line never intended to be 12+X specced, and in that it is okay and viable.
If you want:
Vamp Gaze: Steal 10...100 HP from foe, target foe cannot be affected by lifestealing for 1 second.
Its one seccond of immunity that would render spike builds with LS useless.
D/N Orders, gogogo.
It could use some love as DD line, true, but it is support line never intended to be 12+X specced, and in that it is okay and viable.
If you want:
Vamp Gaze: Steal 10...100 HP from foe, target foe cannot be affected by lifestealing for 1 second.
Its one seccond of immunity that would render spike builds with LS useless.
silara_jorinset
Quote:
Originally Posted by Esan
If Earth Magic is terrible, why are 99% of ele tanking builds built around Stone Striker/Stoneflesh Aura/Armor of Earth/Sliver Armor/Obsidian Flesh?
Grasping Earth and Ward Against Melee would, by themselves, redeem the attribute in PvP. In fact, I see only one absolutely useless skill in that attribute: Iron Mist. |
Quote:
Originally Posted by Numa Pompilius
Smiting for monks. Here's the deal: monks are not damage dealers. They're the games best tanks and the games best healers, but if you want to do serious damage to stuff... oh wait, monks can do that too. In fact, I seem to remember doing Cathedral of Flames and parts of the UW in hardmode with just two monks in last week, and wasn't I farming raptors and angorodons with those monks too? Yeah, I believe I was. What was the question again?
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Esan
Quote:
Originally Posted by silara_jorinset
Earth should really be about knockdowns and conditions imo and better synergies such as ebon hawk/stoning.
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Stormlord Alex
Quote:
Originally Posted by silara_jorinset
but sadly all smiting prayers is relegated to at the moment is killing undead in pve.
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It just so happens Smiting is a bunch of hybrid offensive support stuffs rather than a direct damage line, which is fine.
Tyla
Quote:
Originally Posted by bhavv
Rit spike and spirit way?
PVP was the first place where monkless teams emerged are were godly IMBA. So why cant monks do the same thing? |
But Weapon of Warding and Weapon of Shadow still have quite sexy effects, and unstrippability is good.
But a full team based on it is stupid.
Quote:
Originally Posted by masta_yoda
and to above, rits suck cause they cant prot , ud get pounded by a hammer warrior before u can even cast a spell
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[skill]weapon of warding[/skill][skill]weapon of shadow[/skill] Act as prots.
Unremovable buffs = win.
But using a full team with protting based around only weapon spells is /fail.
P.S -- Rits are more of what Smite/Heal Monks should be.
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and generally monks are made for stopping red bars going down and filling them up when they need filling up thats what monks do, smiter monks suck these days |
Axagoth Baal
I agree when u say smiting monks have a supporter role while dealing damage, but some skills are simply terrible and do need to be changed.
Banish, Smite, Scourge Sacrifice, Defender's Zeal and Word of Censure are some of them...
Banish, Smite, Scourge Sacrifice, Defender's Zeal and Word of Censure are some of them...
Stormlord Alex
Quote:
Originally Posted by Axagoth Baal
I agree when u say smiting monks have a supporter role while dealing damage, but some skills are simply terrible and do need to be changed.
http://gwshack.us/60086 http://gwshack.us/bb6f4 |
Scourge Sacrifice is simply too niche as a counter, it'd suck regardless of what attribute it was in.
Everything else is direct damage, which is better off dead tbh. Unless you want teams of 8 monks being invincible and spiking people down with Smites.
I'm not a fan of buffing things simply because they suck.
Axagoth Baal
Changing numbers like damage or recharge time is not the only way to buff skills, they could also change skills in how they work. DZ + zealot's fire is fine as long as u use in pve, but eles are still better . I'd just like to see some of those skills that nobody uses be more useful, talking abt pvp
Splitisoda
Quote:
Originally Posted by Yuhe Ji
The reduction is only for ranger or touch skills, and those ranger skills can take quite a bit of energy. Anyways...
I think Deadly Arts needs a buff. Doesn't have much use in common sin builds. Necros don't need any more buffs. |