Possible buff/change to shield of judgement
Luminarus
If this is in the wrong section move it, thanx.
Currently Shield of Judgement is useless apart from farming due to its limited usefulness and its 45 second recharge. [Shield of Judgment]
My suggestion is make it a more pro-active skill. This will also prevent its use from farming, but who actually uses it to farm anymore since the mystic regen nerf.
My suggestion is as follows:
Shield of Judgement
5/0.5/10
For 8 seconds, the next time target ally would take damage, the foe dealing the damage takes that damage instead (maximum 5...61). If that damage came from an attack, the attacker is knocked down.
Its similar in concept to both [Reversal of Damage] and [Balthazar's Pendulum]. It has the same effect as RoD except it also causes a KD if it was an attacker. At first I thought to put it as 5/.25/5 but then it would be an imba balthazar's pendulum. But after consideration i though a 5/0.5/10 makes it useful, but not imba. Possibly 10 energy, but i think that will make it too expensive.
Any comments for this suggestion?
Currently Shield of Judgement is useless apart from farming due to its limited usefulness and its 45 second recharge. [Shield of Judgment]
My suggestion is make it a more pro-active skill. This will also prevent its use from farming, but who actually uses it to farm anymore since the mystic regen nerf.
My suggestion is as follows:
Shield of Judgement
5/0.5/10
For 8 seconds, the next time target ally would take damage, the foe dealing the damage takes that damage instead (maximum 5...61). If that damage came from an attack, the attacker is knocked down.
Its similar in concept to both [Reversal of Damage] and [Balthazar's Pendulum]. It has the same effect as RoD except it also causes a KD if it was an attacker. At first I thought to put it as 5/.25/5 but then it would be an imba balthazar's pendulum. But after consideration i though a 5/0.5/10 makes it useful, but not imba. Possibly 10 energy, but i think that will make it too expensive.
Any comments for this suggestion?
scythefromunder
atm it is currently good alrdy
Luminarus
atm its only use is for farming. I have never seen it used effectively in pvp, even in RA. Its duration/recharge/cost make it unusable.
On the other hand, what makes u say that its good as it is?
On the other hand, what makes u say that its good as it is?
Shayne Hawke
That's a pretty huge nerf. I understand your concern with making Balthazar's Pendulum obsolete, but I think I would shorten the duration and recharge to make it more like an offensive [Shield Guardian]. I'm also not sure whether it should be a short duration and not end prematurely, or have a longer duration and be removed on first activation.
Luminarus
A nerf... really? I thought it would be a buff because now its usable in pvp. It would be really great on smiters boon bars.
Phoenix Tears
/notsigned.
When the recharge is too high for you, then use arcane echo to double it, so you will have a duration of 42 seconds max, so you have only to wait freaking 3 seconds, before you can reactivate the enchant.
use this together with an enchantement increasing weapon mod and you'll easily be able as Mo/Me to perma upkeep the Shield as long you don't get stripped, ripped or whatever naturally, that steals your enchants.
The skill is already very powerful and doesn't need a buff.
This SKill belongs to one of the best smite skills of all, it gives perma knockdown to foes whenever they hit you and even deals additionally to that damage. This Skill together with Empathy on a foe and you can completly shut down melee enemies from attacking you, when these don't won't to risk dieing through the heavy counter damage and everytime knock down when attacking you makes foes that attack you in the tiem very vulnerable versus aoe skills that trigger additional damage on knockdowned foes, like the Elementalists Afterquake Skill, which can deal for its 10 energy quite nasty damage versus knocked down foes.
This skill has some great possible synergies between Warrior, Mesmer and Elementalist Skills and even of more professions I can't think of now.
Buffing this skill would make it definetely overpowered.
Also this Skills should not become imo a dumb Clone Skill of Reversal of Damage
When the recharge is too high for you, then use arcane echo to double it, so you will have a duration of 42 seconds max, so you have only to wait freaking 3 seconds, before you can reactivate the enchant.
use this together with an enchantement increasing weapon mod and you'll easily be able as Mo/Me to perma upkeep the Shield as long you don't get stripped, ripped or whatever naturally, that steals your enchants.
The skill is already very powerful and doesn't need a buff.
This SKill belongs to one of the best smite skills of all, it gives perma knockdown to foes whenever they hit you and even deals additionally to that damage. This Skill together with Empathy on a foe and you can completly shut down melee enemies from attacking you, when these don't won't to risk dieing through the heavy counter damage and everytime knock down when attacking you makes foes that attack you in the tiem very vulnerable versus aoe skills that trigger additional damage on knockdowned foes, like the Elementalists Afterquake Skill, which can deal for its 10 energy quite nasty damage versus knocked down foes.
This skill has some great possible synergies between Warrior, Mesmer and Elementalist Skills and even of more professions I can't think of now.
Buffing this skill would make it definetely overpowered.
Also this Skills should not become imo a dumb Clone Skill of Reversal of Damage
N1ghtstalker
/notsigned
it's fine
contains KD and good dmg
ppl only use it for farming but ppl use so many skills for farming djeez
it's fine
contains KD and good dmg
ppl only use it for farming but ppl use so many skills for farming djeez
Abedeus
Imo make it ,,Next time ally takes damage, that damage is negated and attacking foe and foes near him take XX damage. If that damage was physical, all nearby foes are knocked down. And the cost/recharge/cast you said.
@Phoenix - it's powerful only in farming. It's a total crap in PvP, as people just run away/don't attack/ignore monk with SoJ.
At least make change to it and separate skill to PvE and PvP - farmers get old version, pvpers get new version.
@Phoenix - it's powerful only in farming. It's a total crap in PvP, as people just run away/don't attack/ignore monk with SoJ.
At least make change to it and separate skill to PvE and PvP - farmers get old version, pvpers get new version.
Tyla
Please never make skill suggestions again.
snaek
while it may seem nice to play around wit in pvp
solo farmers will qq
how bout buff [mark of protection] which gets no use anywhere at all?
solo farmers will qq
how bout buff [mark of protection] which gets no use anywhere at all?
TrippieHippie89
Quote:
Originally Posted by Luminarus
atm its only use is for farming. I have never seen it used effectively in pvp, even in RA. Its duration/recharge/cost make it unusable.
On the other hand, what makes u say that its good as it is? |
Randvek
Quote:
Originally Posted by snaek
how bout buff [mark of protection] which gets no use anywhere at all?
|
Or does that not count?
snaek
Quote:
Originally Posted by TrippieHippie89
there are dozens of elites that are bad for pvp, just dont use them
|
1. well rounded skills useful in many situations
2. specific purpose skills useful in few gimmick build situations
3. completely useless skills that wont get any use at all
i'd prefer anet fix teh ones in category 3,
rather then try to fix teh ones in category 2 to be shifted into category 1 status
snaek
Quote:
Originally Posted by Randvek
Hey, Mark of Protection saw plenty of PvP play. You know, when you could activate Cultist's Fervor, Shadow Walk, then spam Death Nova while you were MOPed up.
Or does that not count? |
but it sounds terribad
recharge on mop is 45s
and cast time on death nova is 2s
and does life sac even trigger mop?
eximiis
How about .....
Shield of Judgment 10/0.25/12
Enchantment spell. For 3.6.7 seconds, each time you get hit by an attack or target of offensive spells, the attacker or the caster is kd and suffers 10.18.21 holy damage. When this enchantment ends, all adjacents foes takes 50.70.75 holy damage.
Farmer : keep it for 11 sec. and deals 21 x 4-5 attack = 84-105 holy damage + 75 holy damage at the end. = 159-180 holy damage for 11 sec. GOOD for farming as it keeps enemy on the floor, deals good damage and it cast in .25 sec.
PvP : Could prevent spike. Can prevent pressure. Even if the attacker stops hitting, damage will come when the enchantment ends. The recharge makes it viable and reusable. Could even be use as a tactic for smite team.
Overall : Everyones happy but would it be imbalance ???
Shield of Judgment 10/0.25/12
Enchantment spell. For 3.6.7 seconds, each time you get hit by an attack or target of offensive spells, the attacker or the caster is kd and suffers 10.18.21 holy damage. When this enchantment ends, all adjacents foes takes 50.70.75 holy damage.
Farmer : keep it for 11 sec. and deals 21 x 4-5 attack = 84-105 holy damage + 75 holy damage at the end. = 159-180 holy damage for 11 sec. GOOD for farming as it keeps enemy on the floor, deals good damage and it cast in .25 sec.
PvP : Could prevent spike. Can prevent pressure. Even if the attacker stops hitting, damage will come when the enchantment ends. The recharge makes it viable and reusable. Could even be use as a tactic for smite team.
Overall : Everyones happy but would it be imbalance ???
MirkoTeran
Quote:
Originally Posted by snaek
i've never seen that...
but it sounds terribad recharge on mop is 45s and cast time on death nova is 2s and does life sac even trigger mop? |
Anyways, it used to be a gimmick/exploit that got fixed fast.
Stormlord Alex
Quote:
Originally Posted by snaek
i've never seen that...
but it sounds terribad |
Anyho, as always Pheonix proves he's clueless, and as for the skill?
Meh. Start off by going Tactics stances on it's ass - Cut its duration to 8-9 seconds but then reduce it's recharge to around 15s. It then becomes infinitely more useful, if still quite bad.
Mithie
Quote:
Originally Posted by eximiis
How about .....
Shield of Judgment 10/0.25/12 Enchantment spell. For 3.6.7 seconds, each time you get hit by an attack or target of offensive spells, the attacker or the caster is kd and suffers 10.18.21 holy damage. When this enchantment ends, all adjacents foes takes 50.70.75 holy damage. Farmer : keep it for 11 sec. and deals 21 x 4-5 attack = 84-105 holy damage + 75 holy damage at the end. = 159-180 holy damage for 11 sec. GOOD for farming as it keeps enemy on the floor, deals good damage and it cast in .25 sec. PvP : Could prevent spike. Can prevent pressure. Even if the attacker stops hitting, damage will come when the enchantment ends. The recharge makes it viable and reusable. Could even be use as a tactic for smite team. Overall : Everyones happy but would it be imbalance ??? |
Crazy imbalanced - at least in pvp.
I'd say 10/0.25/15.
Enchantment. The next 1...3 times the ally is hit with an attack skill, the attacker takes 10...60 holy damage and is knocked down.
Taisayacho
/notsigned
Too big a change. It like changes the concept of the skill itself. I think some elites should not have uses everywhere, for example, I don't think [skill]shadow form[/skill] should be used in PvP, only in farming.
Too big a change. It like changes the concept of the skill itself. I think some elites should not have uses everywhere, for example, I don't think [skill]shadow form[/skill] should be used in PvP, only in farming.
Luminarus
@Pheonix, I dare u to go Mo/Me into any pvp with arcane echo and SoJ and do it, youll not only be useless to ur team, but probably laughed at.
@ Those saying buff something else, how is that constructive?
As I was saying it doesnt see any use at all, not even farmers use it any more? If there are any popular farms that still use it, then please correct me. But since the mystic regen nerf, all farms using monks are usually 600/smite.
Now a question, is my suggestion imbalanced, just bad, or what?
If its imba, what should cost/cast/recharge be. It its just bad, please say why?
I'm happy for criticism so long as its not useless, or just flaming (tyla)
EDIT: Oh yeah, forgot to mention skill overhaul/changes are not always bad, Magebane Shot is a good example, as is Wail Of Doom, & Foul Feast. They are all i can think of off the top of my head.
@ Those saying buff something else, how is that constructive?
As I was saying it doesnt see any use at all, not even farmers use it any more? If there are any popular farms that still use it, then please correct me. But since the mystic regen nerf, all farms using monks are usually 600/smite.
Now a question, is my suggestion imbalanced, just bad, or what?
If its imba, what should cost/cast/recharge be. It its just bad, please say why?
I'm happy for criticism so long as its not useless, or just flaming (tyla)
EDIT: Oh yeah, forgot to mention skill overhaul/changes are not always bad, Magebane Shot is a good example, as is Wail Of Doom, & Foul Feast. They are all i can think of off the top of my head.
zwei2stein
Soj is usefull for Farming? Yeah, about 2 years ago.
I personally would do this:
10e, 3/4 cast, 10r
for 5 seconds, next 3 times target ally takes damage from enemy, that enemy is knocked down and suffers (original soj damage).
GOGO, active spike prevention. Would totally mess up spike/afterspike sequence. It can greatly help ganked ally to get out of rough spot, etc.
(while we are at it, reversal of damage needs recharge buff)
SoJ atm is useless skill in PvP and forgotten in PvE (even farming smiters rather run maintained smiting enchants and use elites for nonsmiting stuff)
I personally would do this:
10e, 3/4 cast, 10r
for 5 seconds, next 3 times target ally takes damage from enemy, that enemy is knocked down and suffers (original soj damage).
GOGO, active spike prevention. Would totally mess up spike/afterspike sequence. It can greatly help ganked ally to get out of rough spot, etc.
(while we are at it, reversal of damage needs recharge buff)
SoJ atm is useless skill in PvP and forgotten in PvE (even farming smiters rather run maintained smiting enchants and use elites for nonsmiting stuff)
Phoenix Tears
uhm, did I anywhere here talk before about "going into pvp with SoJ and AE"? I don't think so, that I did...
All I was about is, that this Skill needs no reduce of its recharge time.
The recharge of 45 seconds is totally fine and when you think, the duration of 21 seconds max is for you personally too short, then you should use SoJ together with AE to double easily its duration, because as Mo/Me you can keep the Shield permanent up, if you WANT to do so.
I never have spoken anythign yet about it, HOW USEFULL the Skill is in PvP, or NOT.
When will people start here to realize, that when I talk about Skills, my fist view on somethign will be EVER that of a PvE-Player, that I AM and not that of an elitist PvP'er, so I give a shit about if, if some assholes call me clueless, when theyself can't accept the fact, that the stuff they critizised came from someone, with few to no big experience about, how Skills get seen in PvP.
But most people here are too retarded to give normal answers, instead of flaming someone from one should know in the meantime, that the comment can't be compared with another one, that came from an elitist pvp'er and has an complete other view of the Skill, that gets discussed.
I for myself as PvE'er see in this skill nothign, that would give it a reason to buff this skill or to completely change its effect to a dumb clone skill of an other existing skill. For such things like too short duration/too long recharge - exctly therefore exist Skills like Echo and Arcane Echo, to increase with them the duration of a Skill so that it becomes possible eventually to perma use Skill X or to drastically at least reduce the tiem you have to wait, before you can use Skill Xagain. But therfore you have to scrifice Skill Slots - thats balanced.
Now the point of the Skills's Effect:
Only because the Skill triggers only, when you get attacked calling it useless for pvp makes no sense. In PvP you use SoJ as Prevention SKill, there it is far more a skill used for passive protection and shutdown...
Sure, in PvP enemies don't rush at you without thinking about, what skills you have active, like monsters in PvE..but in PvP activating a SoJ on you will surely passively manipulate the player's choice, in which people they target and attack.
When I as player in PvP stand in front of the situation, that I've 2 targets before me, both are AL 60 quishies, both monks and one is casting SoJ on his self, isn't it then obvious, that you first target the monk, that can't cast the shield on hisself, because it will be easier to kill that monk, as the monk, where you will suffer ever counter damage and get kd ?
This way alone by using SoJ you have passively protected yourself for a while, because foes will not attack you in PvP as long they have brains in their heads and wait, until your enchant is over or got stripped/ripped ect. so that you don't counter damage/kd anymore and become an easier target to kill again.
All I was about is, that this Skill needs no reduce of its recharge time.
The recharge of 45 seconds is totally fine and when you think, the duration of 21 seconds max is for you personally too short, then you should use SoJ together with AE to double easily its duration, because as Mo/Me you can keep the Shield permanent up, if you WANT to do so.
I never have spoken anythign yet about it, HOW USEFULL the Skill is in PvP, or NOT.
When will people start here to realize, that when I talk about Skills, my fist view on somethign will be EVER that of a PvE-Player, that I AM and not that of an elitist PvP'er, so I give a shit about if, if some assholes call me clueless, when theyself can't accept the fact, that the stuff they critizised came from someone, with few to no big experience about, how Skills get seen in PvP.
But most people here are too retarded to give normal answers, instead of flaming someone from one should know in the meantime, that the comment can't be compared with another one, that came from an elitist pvp'er and has an complete other view of the Skill, that gets discussed.
I for myself as PvE'er see in this skill nothign, that would give it a reason to buff this skill or to completely change its effect to a dumb clone skill of an other existing skill. For such things like too short duration/too long recharge - exctly therefore exist Skills like Echo and Arcane Echo, to increase with them the duration of a Skill so that it becomes possible eventually to perma use Skill X or to drastically at least reduce the tiem you have to wait, before you can use Skill Xagain. But therfore you have to scrifice Skill Slots - thats balanced.
Now the point of the Skills's Effect:
Only because the Skill triggers only, when you get attacked calling it useless for pvp makes no sense. In PvP you use SoJ as Prevention SKill, there it is far more a skill used for passive protection and shutdown...
Sure, in PvP enemies don't rush at you without thinking about, what skills you have active, like monsters in PvE..but in PvP activating a SoJ on you will surely passively manipulate the player's choice, in which people they target and attack.
When I as player in PvP stand in front of the situation, that I've 2 targets before me, both are AL 60 quishies, both monks and one is casting SoJ on his self, isn't it then obvious, that you first target the monk, that can't cast the shield on hisself, because it will be easier to kill that monk, as the monk, where you will suffer ever counter damage and get kd ?
This way alone by using SoJ you have passively protected yourself for a while, because foes will not attack you in PvP as long they have brains in their heads and wait, until your enchant is over or got stripped/ripped ect. so that you don't counter damage/kd anymore and become an easier target to kill again.
Vilaptca
Quote:
Originally Posted by snaek
skills r roughly broken down into 3 categories:
1. well rounded skills useful in many situations 2. specific purpose skills useful in few gimmick build situations 3. completely useless skills that wont get any use at all i'd prefer anet fix teh ones in category 3, rather then try to fix teh ones in category 2 to be shifted into category 1 status |
Some skills serve certain purposes, they can't be used everywhere.
This skill is used for farming. We shouldn't nerf it so that it can be used elsewhere, especially when there are similar skills to what you are suggesting, that could be buffed instead.
There are tons of skills that nobody uses, why not buff them?
cgruber
Smite could use some love...
SOJ: 10e/1 sec cast/20 sec recharge the next time target is dmged
by an skill target is healed for 0 - 70 and all skills from that tree are disabled for 2...5...9..12 seconds.
Sorta like a suped-up shield bash/disarm.
SOJ: 10e/1 sec cast/20 sec recharge the next time target is dmged
by an skill target is healed for 0 - 70 and all skills from that tree are disabled for 2...5...9..12 seconds.
Sorta like a suped-up shield bash/disarm.
Hailey Anne
Um you do realize that not all 55s are Mo/D right?
Even those that are MR is not that bad and is still very usable.
But alot of people still Mo/Me.
SoJ is still highly used for farming.
Even those that are MR is not that bad and is still very usable.
But alot of people still Mo/Me.
SoJ is still highly used for farming.
Axel Zinfandel
Honestly, the only thing it needs is a slight tweak on the recharge for PvE. Same with Mark of Protection.
Both Shield of Judgement and Mark of Protection are both 'Time Out' skills. Outside of farming, it can assure the safety of a member that's attracting way too much aggro for him to handle.
Both Shield of Judgement and Mark of Protection are both 'Time Out' skills. Outside of farming, it can assure the safety of a member that's attracting way too much aggro for him to handle.
Luminarus
Quote:
Originally Posted by Phoenix Tears
All I was about is, that this Skill needs no reduce of its recharge time.
The recharge of 45 seconds is totally fine and when you think, the duration of 21 seconds max is for you personally too short, then you should use SoJ together with AE to double easily its duration, because as Mo/Me you can keep the Shield permanent up, if you WANT to do so. |
Quote:
Originally Posted by Phoenix Tears
When will people start here to realize, that when I talk about Skills, my fist view on somethign will be EVER that of a PvE-Player, that I AM and not that of an elitist PvP'er, so I give a shit about if, if some assholes call me clueless, when theyself can't accept the fact, that the stuff they critizised came from someone, with few to no big experience about, how Skills get seen in PvP.
|
Quote:
Originally Posted by Pheonix Tears
I for myself as PvE'er see in this skill nothign, that would give it a reason to buff this skill or to completely change its effect to a dumb clone skill of an other existing skill. For such things like too short duration/too long recharge - exctly therefore exist Skills like Echo and Arcane Echo, to increase with them the duration of a Skill so that it becomes possible eventually to perma use Skill X or to drastically at least reduce the tiem you have to wait, before you can use Skill Xagain. But therfore you have to scrifice Skill Slots - thats balanced.
|
As well as this, rather then being able to kept up indefinately on one person, it can be put onto a new target such that its a proactive skill that can give a more beneficial result in the long run. It doesnt have the same damage output as the previous skill did because it not only has a 1 hit / 10 seconds (as opposed to the larger number from the previous skill, probably 10 over its duration. As well as this, because the damage is not set, but based on the damage the target would have received its even lower, hitting possibly higher on warriors, but casters will barely notice the damage (same reason casters in pvp wand when not casting/kiting, to end RoF/RoD). Because of this reason the change doesnt make it imbalanced, although i could potentially see this as changing to a set damage.
[QUOTE=Pheonix Tears]
Now the point of the Skills's Effect:
Only because the Skill triggers only, when you get attacked calling it useless for pvp makes no sense. In PvP you use SoJ as Prevention SKill, there it is far more a skill used for passive protection and shutdown...[QUOTE]
If you want to protect through passive defence try aegis or wards. Not a 15 energy elite spell that can be used once every 45 seconds and is only up 1/2 that without AE. If ur gonna use you're elite for that, post nerf Shield of Deflection does the job better, and still rarely sees much play, compared to RC, WoH etc.
Quote:
Originally Posted by Pheonix Tears
When I as player in PvP stand in front of the situation, that I've 2 targets before me, both are AL 60 quishies, both monks and one is casting SoJ on his self, isn't it then obvious, that you first target the monk, that can't cast the shield on hisself, because it will be easier to kill that monk, as the monk, where you will suffer ever counter damage and get kd ?
|
Quote:
Originally Posted by Pheonix Tears
This way alone by using SoJ you have passively protected yourself for a while, because foes will not attack you in PvP as long they have brains in their heads and wait, until your enchant is over or got stripped/ripped ect. so that you don't counter damage/kd anymore and become an easier target to kill again.
|
@zwei2stein It was actually used alot less then 6 months ago for farming undead at bergen, corsairs in zehlon & probably others, but now its rarely used.
@C-Gruber, ur looking at a buffed Xinrae's weapon and that is imba. Also smite skills dont heal if conditions are met, they do damage if conditions are met. Ur skill sounds like something more in the prot line.
@Vilaptica & Hailey: No-one yet has posted actually saying that they do still use it to farm. I am about 90% sure that only bots use it now due to all good farms being either dead, nerfed or 600/smite