[Dev Update] - 11 December 2008
Lyynyyrd
It's here! :3
Notes havn't been posted yet, basically.. new tonic, RP distribution, Hundred Blades got buffed.
Notes havn't been posted yet, basically.. new tonic, RP distribution, Hundred Blades got buffed.
slowerpoke
As posted here
Surprisingly large wall of text
Quote:
For this update, we're focusing on improving underused and weak Elite skills for each profession, and taking the opportunity to adjust areas that were affected in last month's title balance build. In addition to explaining the individual changes, we also want to describe the internal process for designing this Elite skill update. We update Elites so that players have more options to play with in all areas of the game. It presents new possibilities for players to experience their profession in a way they never have before and creates a more dynamic environment in PvP, increasing the enjoyment of the "meta-game" that develops between teams. As these updates typically contain power increases and don't threaten to ruin established build themes, they've historically proved popular with players. When choosing which Elites to change, we looked at a number of factors:
Initially, we start at 6-8 Elites in each profession and brainstorm early ideas of how to improve the skill. Anything from minor number changes to outright redesigns are put on the table and discussed. The only thing sacred is the skill name. Naturally, some skills lend themselves better to being improved than others, which narrows the list down to 4-5 a profession. With this sublist of Elites, we talk about the profession's role in PvP and PvE, and discuss how we can either support an existing role we're happy with or create a new role. Sometimes, skills fall entirely outside of this scope so we improve them as one-offs or to test the waters with something new (Symbols of Inspiration is a good example). Next, we test the skills internally and continue to discuss their implications. This is important in a game like Guild Wars, where the possibilities of skill interactions are so diverse that there are usually a few situations not considered at the initial brainstorm. As testing reveals additional opportunities or issues, we make final revisions and number changes to limit the number of potential abuses. The hardest thing in an Elites update isn't making a skill good enough; rather, it's anticipating how it might get out of control in obscure circumstances. Below is each profession's skill updates and an explanation behind those changes. Because of the dramatic nature of many of these changes, we expect that further refinements may be required for at least a few skills. As always, we'll closely monitor the effects of this update and respond accordingly. PvE and PvP Assassin
Assassin Elites have big shoes to fill, typically competing with skills that allow Shadow Stepping. Elites that don't fill that role need to be exceptional at doing something different. In most cases, something different means shutting down the target's defenses to open a killing opportunity. This was the reasoning behind the Mark of Insecurity changes. Mark of Insecurity is meant to shut down many anti-melee defenses so the Assassin can rip into the target or, at very least, force hex removal. Palm Strike's is strong because it allows an Assassin to quickly use a Dual Attack and free up skill slots normally occupied by lead and off-hand attacks. However, its recharge was too long to make this worthwhile. The addition of Cripple has two motivations: first, it synergizes with Assassin skills based on conditions; two, it mitigates the fact that the skill doesn't have Shadow Step. We expect this change to provide new opportunities for interesting Assassin builds. Wastrel's Collapse has yet to fit snugly into the Assassin's paradigm. Most Assassins don't have time to regularly cast a spell that is unreliable at best. Taking into account the other Elites that Assassins frequently use, we decided to turn it into a new Shadow Step that depends on correct timing to knock down the target and set up for a quick kill. The interesting choice for Assassins is that they now have three solid Elite options for closing to the target: Wastrel's Collapse with knockdown, Shadow Prison with a snaring hex, and Aura of Displacement with the escape option in lieu of additional offense. Seeping Wound frequently wound up redundant as targets quickly reached the Health degeneration cap of -10. The additional degeneration from this Elite was simply wasted. By moving to a raw damage-per-second model, we eliminate this redundancy. Dervish
With Forms being such an attractive Elite choice for Dervishes (both mechanically and aesthetically) we wanted to add a couple of interesting alternatives to these skills. Reaper's Sweep was previously a weaker version of Wounding Strike, being overshadowed by the ability to regularly cause Deep Wound or at least Bleeding. The enchantment removal aspect for foes over 50% Health makes Reaper's Sweep a powerful way to crash through enemy defenses before finishing them off with a high damage and Deep Wound attack combination. Onslaught was close to desirable, but it was a little too clumsy and expensive. When chasing someone in melee, a 1-second cast is too long to rationalize the movement speed increase. By dropping the casting time to a quarter-second, this has a much more responsive feel. Also, its lower cost makes it much easier to maintain over the course of a fight. Elementalist
Many Elementalist builds consist of a varied toolbox for flexible mid-line support. Water Magic has been popular lately, so we wanted to encourage alternatives to the standard build. The conditional nature of Blinding Surge's area-effect was unnecessary overall, and required players to analyze too many variables for a skill that has relatively sensitive timing. By making the area-effect a constant, players are encouraged to find good positional opportunities to maximize the Blindness. Energy Boon's rework is intended to make it function like a burst where the Elementalist can afford to be more aggressive with Energy spending. This essentially behaves as a second high-Energy weapon swap to help in emergencies or close in for that kill. Additionally, it doubles as a self-heal, freeing up secondaries in PvE and smaller-format PvP. Ether Prism is now a flexible self-sufficient skill, offering self-protection, self-heal, and Energy management, something the Elementalist both lacked and needed. Double Dragon's function has moved to a point-blank area-effect damage skill that also charges up the rest of the player's Fire Magic in the process. We expect this to find use in PvE builds, where high-damage, area-effect abilities are especially useful. Mesmer
Mesmers are in an unique place, balance-wise. Many of the best Mesmer skills are non-Elites, so we wanted to increase variety by adding more desirable Elites to the pool. Fevered Dreams' condition-spreading function never caught on, mostly because it was both Elite and completely susceptible to hex removal. Now, players can wait until a target has multiple conditions and use this to add immediate Daze while still getting the hex effect (potentially spreading Daze through the ranks like wildfire). Recurring Insecurity has had a number of abuse issues, mainly when combined with Soul Barbs. This had caused us to reduce it to unusable levels. By rate-limiting when the hex can reapply itself, we can again make it a usable, fire-and-forget degeneration hex. Power Leech was supposed to function as an Elite Power Drain, but always was inferior to it instead. Reducing the Energy cost to 5 lets players use it when they need Energy, while the drastically increased Energy return coupled with the Energy denial makes Power Leech have huge potential, especially in hex-heavy teams. Mesmer snares have paled in comparison to Water Magic for some time, making an Elite Illusion snare an unlikely choice. We've updated this to a universal slowing effect that is useful to cast on any enemy. This keeps it from directly competing with Elementalists for slowing capability, bringing something unique to the table. Symbols of Inspiration was reworked not only to copy an enemy's Elite, but to assure that copied spells will be cast at an attribute level that makes them useful. Advanced strategies could feature this skill as a way to get a commonly-used Elite onto a profession that normally could not support it. Monk
Monk Elites are a very delicate balance. They have to be very powerful to compete with other Elites, but not too powerful lest they bog the game down with too much defense. We chose a few skills that we were sure very few players used and gave them new roles that will allow them to compete with current favorites without raising the bar on Monk power. Monks with strong Energy management are dangerous, a fact that has kept us from making Boon Signet and Peace and Harmony more powerful. We decided to change Boon Signet from Energy gain to a cheap, reusable heal that allows Monks to set up for a big burst of healing, provided they can plan effectively. Peace and Harmony gets a new functionality entirely, being the last word in effect removal, with the added bonus of shortening incoming conditions and hexes. By removing their Energy management effects, these skills can now be improved to a level where Monks may consider them over other Elites. Life Sheath's lack of good UI feedback to attackers made it frustrating, while its numbers made it weak. We decided to, essentially, make it an elite version of Reversal of Fortune which both heals for more and removes conditions. This allows Monks to compress their bar without needing a separate condition removal skill. Ray of Judgment was undesirable by almost all standards previously. We've changed it into an elite version of Symbol of Wrath, making it targetable and adding Burning with each pulse. This is a PvE-oriented change that we hope will find some fun applications in solo and smite Monk builds. Necromancer
When working with the Necromancer Elites, we've taken great care to add something Necromancer players will covet, without promoting additional skills that can spike when used in multiplicity. Additionally, we've wanted to avoid long-duration, high-effect hexes, which previously homogenized Guild Battles and slowed the game to a halt. Simply put, when reworking Aura of the Lich, we started with thematics: What does a lich do? This led us to an elite Animate Bone Horror spell, raising a minion even with no corpse present, and potentially creating an army in a single spell. We feel this will have applications in PvE and certain PvP formats and, beyond that, very fun to use. Cultist's Fervor's downside has been toned down significantly by converting it to self-inflicted Bleeding instead of Health sacrifice. With this change, casting repeatedly will not have much more effect than casting a spell every 10 seconds, encouraging Necromancers to use as many spells as possible during its duration. Additionally, the Bleeding effect should have some synergy with skills that transfer conditions to foes. Lingering Curse was always hard to improve, as it risked becoming a very powerful spike-enabling skill. We've eliminated the enchantment removal to circumvent this problem and have added area-effect and Health degeneration to give it a more natural role in hex builds. Because Weaken Knees provided knockdown to a profession that did not normally have this ability, it was difficult to make it powerful enough to be useful without breaking inter-profession dynamics. We've changed it to simply punish moving foes with damage while providing a constant Health degeneration. This skill should now have the same flavor as the original intent: discouraging the target from moving, but staying within the realm of Necromancer functionality. Paragon
We've taken this opportunity to completely rework two Paragon elites that were greatly weakened in the past due to PvP imbalance. "Incoming!" was a skill whose design would only allow it to be overpowered or weak previously. We've changed this skill to act as an Elite version of "Fall Back!", a skill that's flexible and interesting. Similarly, Angelic Bond was either frustrating for opponents or undesirable for those using it. We've now made it so can protect well from spikes but crumbles in heavier pressure situations. "It's Just a Flesh Wound!" has had its drawback removed, something that only limited the skill's potential. Now, it doubles as both condition removal and a single-target run speed increase. This allows condition-stacked allies to get back to safety and heal up before re-engaging the enemy. Ranger
Ranger Elites are similar to Monk Elites in that Rangers already rely on a few staple Elites that have strong effects. New Elites need to offer alternatives to these by either allowing the character to play a different role, or play the same one in a different way. Archer's Signet is an example of this philosophy, supporting condition-spreading builds by increasing the durations of all conditions caused with a bow. Our aim is for this to work well with common skills like Apply Poison and Hunter's Shot while also making less-commonly used skills like Concussion Shot more attractive. Strike as One now lets Rangers control their pet's location much more effectively and provides a strong, multi-condition application for beastmasters, something that hasn't been readily available. When looking at Trap-heavy builds, we found that neither Trapper's Focus nor Spike Trap were desirable Elites - even in builds specifically designed to function well with them. Trapper's Focus is now much easier to maintain, which we believe was the weakness of the skill. Spike Trap now pulses its damage and knockdown, making it have much more synergy with other pulsing damage traps and increasing its overall effectiveness. Ritualist
Ritualist bundles have worked best when they can be held for a long time and then have a different effect when dropped. We've taken that approach with Destructive was Glaive, encouraging people to leverage its armor penetration quality and properly time the area-effect damage when dropped. Additionally, we've removed the needless contingencies on the skill to make it more straightforward. Clamor of Souls is basically reworked to function as an alternative to Caretaker's Charge; the primary difference is that Clamor of Souls is area-effect. This is mainly to promote a bit of diversity within the existing Ritualist builds that we consider well-balanced. Warrior
Although there is a particular set of Elite Warrior skills that are favored in competitive play, this profession is fairly versatile and provides a lot of opportunities for interesting Elites. To start, we thought it would be fun to add an Elite version of Bull's Strike. Enraged Smash was ineffective, lacked versatility, and encouraged players not use the other skills on their bar. It seemed like a great candidate to switch over to this functionality. Primal Rage, even if properly balanced, did not encourage fun play because it didn't work with attack skills. We've reworked it to be an Elite version of another popular skill, Frenzy, coupling movement speed in with the increased attack speed. This allows for skill bar compression and makes it possible for a Warrior to maintain a constant run speed increase if alternated with Rush or Sprint. Whirling Axe's previous effect was unimpressive and even imposed an additional punishment on the user if blocked. Instead, we made Whirling Axe much like an Elite Wild Blow, without the drawback of using all the Warrior's adrenaline and not costing any Energy. This aims to open up additional ways to deal with blocking and stances. We went for a PvE-oriented treatment of Hundred Blades, providing sword Warriors with a good tool for repeatedly dealing point-blank area-effect damage. This can either stack with similar effects typically provided by a secondary profession, or open up the player's secondary to a wider range of options. PvE Changes Assassin
After repeated adjustments to both the skill and the Underworld, Shadow Form continues to dominate PvE farming. All the adjustments we have made to this style of farming have aimed to slow players down but not eliminate it as a viable farming option. We recognize the fact that farming with Shadow Form-based builds can be really fun, so we have not resorted to breaking the ability to keep Shadow Form up permanently. However, we continue to be uncomfortable with the speed in which players are able to complete various popular farming runs. We have decided to try one last time to scale down the effectiveness of Shadow Form while still allowing it to be maintained permanently. By reducing the recharge and duration time, we force players to cast Shadow Form more frequently, which in turn increases the Energy pressure associated with maintaining the skill. For Assassins with modest Energy pools, this results in more conservative Energy management through weapon swaps and lowers damage per second as damaging skills have to be cast less frequently in favor of saving up enough Energy to cast Shadow Form again. For non-Assassin primary characters (such as the Elementalist with an Energy pool large enough to worry less about Energy pressure) this change makes maintaining Shadow Form a much more delicate balance. There is little margin of error because it requires a full spectrum of skills, consumables, and weapon swaps to simultaneously increase the duration and reduce the recharge of Shadow Form enough to maintain it permanently. Dervish
By separating Avatar of Grenth we can add life-stealing on attacks, which will increase its effectiveness and play up the theme of taking on the form of the god of death. This will allow it to compete with other popular Avatars and give PvE Dervishes additional choices for their Form. Ritualist
Spirit overloading became frustrating in PvP, causing us to reduce their power. By separating skills that specifically power-up a player's spirits, we could allow them to do two strong and unique things: heal spirits and increase their attack capabilities. The aim is to let Ritualist players create groups of spirits and support them effectively. Luxon/Kurzick Over the past few weeks we have been monitoring the effect that last month's large title balancing build has had on the areas in the game that were adjusted. These changes are being made in response to feedback and observed trends within the community. We will continue to monitor this aspect of the game and address issues as they arise. Elite Missions
Some players have questioned why faction gained in The Deep and Urgoz's Warren while in Hard Mode is not doubled like it is for many other Hard Mode areas. We feel that because the base level of difficulty in these zones is already so high, playing them in Hard Mode isn't enough of an increase to warrant doubled faction across the board but we do believe that doubling all the special kill bonuses is a good reward for playing Hard Mode in these areas. With the increased traffic to these areas, an old issue has become more visible so we are taking the opportunity to make all players resurrect upon the death of the end boss in each zone. This way casualties of the final fight are no longer punished if their party has no way to resurrect them when it comes time for everyone to collect end chest rewards. Challenge Missions
Because of the large amount of faction players were receiving for each refugee saved in Amatz Basin, players have been able to enter with groups of extremely survivable characters to hold out against their enemies long enough for many refugees to escape and gain an amount of faction disproportionate to the amount of effort exerted. We've reduced this number significantly to adjust for this play style. Luxon Enchanters in Aurios Mines were vulnerable to being lured into a remote corner because of their targeted heals and the want to cast them on injured players. Monsters are unable to locate the Enchanters once they are in their hideaway. By doing this with all of the Luxon Enchanters present, players were able to effectively achieve extraordinarily high scores without even needing to be at their computer. We've removed all of the Luxon Enchanters' targeted heals by making them Ritualists with Binding Tituals which will keep them from abandoning their designated post. We also increased faction gains from kills in this Challenge Mission as they were feeling disproportionately light compared to the other Challenge Missions. Competitive Missions
With the recent changes to Fort Aspenwood, we feel that the balance has shifted slightly in favor of the Kurzicks by making it easier for them to hold out until Vengeance of the Gods is charged. Two major ways this is achieved are by shutting down the Siege Turtle's ability to siege the Kurzick base and by using enchantments to protect the critical NPCs. We have made the Siege Turtle attack difficult to interrupt so he will be harder to shut down. We also added an enchantment removing effect when it hits so that Monk enchantments are slightly less powerful. Due to numerous player requests, we have removed the end cinematic from the Jade Quarry to speed up the ability to play multiple matches back to back. We are working on a way for these cinematics to be viewed in the outpost for both Jade Quarry and Fort Aspenwood but this will come in a later content update. |
jammerpa
big one, over 300 files
The Bard
nerfed shadow form, all you need to know, prepare for QQ
at 16 SA it lasts for 22 seconds, 45 second recharge.
edit: tried it out, new SF needs more energy, that's about it :P recast it more often and it's the same.
at 16 SA it lasts for 22 seconds, 45 second recharge.
edit: tried it out, new SF needs more energy, that's about it :P recast it more often and it's the same.
Luminarus
Shadowform got hit a bit.
Forgotton200
anet didn't give up. This update is nice.
Scythe O F Glory
YYYYYEESSSSSSSS!!!!1one1!!!
Izzy listened to me and buffed Grenth!! (i repeatedly PMed him about it over the last month). Time ta make a build!
Izzy listened to me and buffed Grenth!! (i repeatedly PMed him about it over the last month). Time ta make a build!
Dante the Warlord
O-o i don't know how to take the aura of lich update... on one hand it give me a different way of playing, but on the other hand I don't get the decrease in health and the efficiency of life stealing skills are no longer void.
Vitues
Nice work!!!
Love it
---------
Welcome back Blinding Surge Eles in gvg and areans.
ty
Love it
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Welcome back Blinding Surge Eles in gvg and areans.
ty
zelgadissan
So Shadow Form is still 100% maintainable, but since it recharges faster it takes more energy to upkeep. I'll accept it - for now. Not nerfed enough though IMO.
I'll have to look into these elites more before I make a final judgment - I'm really intrigued by Symbols of Inspiration. Does it disable it for them or you just get it? Also, if you take another ally's elite with Arcane Mimicry does it use Fast Casting as well?
Edit: does not disable for target foe, Arcane Mimicry'd elites do use Fast Casting.
Also, Amatz Basin got owned.
Final edit, I swear:
Couldn't they have used Silverwing Slash, you know, the Factions duplicate of this Prophecies skill?
I'll have to look into these elites more before I make a final judgment - I'm really intrigued by Symbols of Inspiration. Does it disable it for them or you just get it? Also, if you take another ally's elite with Arcane Mimicry does it use Fast Casting as well?
Edit: does not disable for target foe, Arcane Mimicry'd elites do use Fast Casting.
Also, Amatz Basin got owned.
Final edit, I swear:
Quote:
The Warrior's Construct in Sunjiang Distract now has Galrath Slash instead of Tiger Stance. |
here to troll
strike as one pet spike. TAKE COVER!
Forgotton200
Good job. Grenth is my favorite avatar but it was crap before so I didn't use it at all. Now I can finally use it.
Orfas
nice update :P
Kwith
I will admit, its a pretty good update.
I really like how they redid some of the elites. Hundred Blades especially.
However, I have a feeling the Amatz Basin farmers will be QQing for quite some time now.
I really like how they redid some of the elites. Hundred Blades especially.
However, I have a feeling the Amatz Basin farmers will be QQing for quite some time now.
GW Buys
Shadow Form... No....
Nightow
...Anyone else not getting their RP?
Krill
Looks like some fun skills to play around with (Life Sheath, Shared Burden, Symbols of Inspiration), but I can already see the some of the mesmer buffs and possibly Mark of Insecurity being problematic. Additionally, I thought the thought the lesson learned from the August update was skills that boost your attributes (namely Experts Dexterity) are problematic, yet we have a few skills here that do just that. Peace & Harmony looks like a nice effort to combat hex spam but since it's in DF, disables Smiting Prayers and has no red bar up it is probably going to be quite limited in usefulness.
Anyway it looks a lot better than the August elite buff, can't wait to try some of these
Anyway it looks a lot better than the August elite buff, can't wait to try some of these
Konig Des Todes
Similar here. The only Necro-"invinci" skill is no longer an invinci build. But now it's an insta-MM skill. Can raise a whole army at once - would be cool as a video trick.
The Bard
21 sec SF is with 15 shadow arts
FoxBat
Some cool stuff, but no rend nerf = gg.
RI was nice but, where are the PvP nerfs?
RI was nice but, where are the PvP nerfs?
placebo overdose
i like the rits skills
wastrels is bs op imo
wastrels is bs op imo
talisk3
Ticked about Shadow Form, but it was about time.
They definately made [Hundred Blades] an Elite Skill now.
They definately made [Hundred Blades] an Elite Skill now.
I MP I
SerenitySilverstar
My. Goodness.
I'll definitely be revisiting my neglected ranger, Whirling Axe and Hundred Blades look interesting, Aura of the Lich sounds amazing, and great to have Blinding Surge back (I do like having an elite that puts blind on all foes at once).
Nice job.
I'll definitely be revisiting my neglected ranger, Whirling Axe and Hundred Blades look interesting, Aura of the Lich sounds amazing, and great to have Blinding Surge back (I do like having an elite that puts blind on all foes at once).
Nice job.
Sk8tborderx
HawkofStorms
Well, this doesn't really fix any of the current balance issues in GvG...
But new skill functionalities are always fun to play around with. Maybe a new meta build in there somewhere.
Symbols of inspiration does look fun. Working on an archane mimiced elite though has got to be a bug/oversight. That will be quickly fixed if it wasn't intended.
Arvatar of Grenth finally has a point in PvE.
And Primal Rage is now Frenzy + Sprint in one skill (for bar compression?). Too bad it will still need a cancel stance to be used properly (thus defeating the point, especially as an elite), so I doubt it will see play. Nice try though.
Reaper's sweep, eh. Not bad.
And a buff to blinding surge. Very nice. It was already overpowered in some areas of PvE. But now with the high amount of WE warriors in gvg we might have an effective shake up to the current meta (ie, blinding surge eles went out of style as soon as dervishes and their enchantments did).
Edit: How could I forget palm strike. Finally a reason for an elite skill to function better then golden pheonix strike.
Actually, sins in generally got some interesting changes. Weastrel's collapse being a viable way to shadowstep (conditionally, requiring good timing and actually skill instead of button mashing) and go straight into a falling + twisting chain is nice.
I must say, a.net is developing more "oh this will have a cool, crazy, original effect" skills as opposed to their original intention of having balance. Strike as one giving your pet a teleport? Crazy. Oh well, more crazy fun for PvE.
But new skill functionalities are always fun to play around with. Maybe a new meta build in there somewhere.
Symbols of inspiration does look fun. Working on an archane mimiced elite though has got to be a bug/oversight. That will be quickly fixed if it wasn't intended.
Arvatar of Grenth finally has a point in PvE.
And Primal Rage is now Frenzy + Sprint in one skill (for bar compression?). Too bad it will still need a cancel stance to be used properly (thus defeating the point, especially as an elite), so I doubt it will see play. Nice try though.
Reaper's sweep, eh. Not bad.
And a buff to blinding surge. Very nice. It was already overpowered in some areas of PvE. But now with the high amount of WE warriors in gvg we might have an effective shake up to the current meta (ie, blinding surge eles went out of style as soon as dervishes and their enchantments did).
Edit: How could I forget palm strike. Finally a reason for an elite skill to function better then golden pheonix strike.
Actually, sins in generally got some interesting changes. Weastrel's collapse being a viable way to shadowstep (conditionally, requiring good timing and actually skill instead of button mashing) and go straight into a falling + twisting chain is nice.
I must say, a.net is developing more "oh this will have a cool, crazy, original effect" skills as opposed to their original intention of having balance. Strike as one giving your pet a teleport? Crazy. Oh well, more crazy fun for PvE.
Shadowfox1125
Quote:
To start, we thought it would be fun to add an Elite version of Bull's Strike. |
And thank you Anet for completely killing Amatz. I mean, you could have reduced the faction per refugee to.. let's say 10 faction, but no, you'd rather kill it completely, making Amatz the desert town it once was. JQ will be swamped, with the FA turtle buffs in addition to the Amatz nerf.
ajc2123
hundred blades + make of pain looks fun....but im going to miss the old hundred blades
Nightow
Pocketmancer
Dunno how to feel about [[Life Sheath]. I used it fairly often on my protection Monk and thought it was a pretty decent skill despite its underrated-ness and suckiness. An elite [[Reversal of Fortune] sounds interesting though. Especially with condition removal.
Glad they buffed [[Avatar of Grenth]. It was the only transformation I didn't bother using on my Dervish. Now, this extra damage, is it armour-ignoring? Will have to try it out later...
Also, good bye to the old [[Hundred Blades]. I'll never forget the time you used to be the Warrior Elite to have! (before Factions)
Glad they buffed [[Avatar of Grenth]. It was the only transformation I didn't bother using on my Dervish. Now, this extra damage, is it armour-ignoring? Will have to try it out later...
Also, good bye to the old [[Hundred Blades]. I'll never forget the time you used to be the Warrior Elite to have! (before Factions)
A11Eur0
Quote:
Uh.. so Bull's Charge isn't an elite version of Bull's Strike?
|
/win
First think I thought when I read that. Now it's an adrenal version with a damage boost. Bull's charge can be used at any time and kd's potentially multiple times in one use, enraged charge needs adrenal build up to be used.
I'd say they're about on par.
MisterB
Quote:
Fixed a bug that caused drunk effects to fade after zoning. |
[Hundred Blades] + [Whirlwind Attack] = yellow numbers. [Ebon Battle Standard of Honor] = MORE numbers!
dilan155
wow thats was a large update, some very good skill updates, since i dont really play any of the challenge missions etc i cant speak for them but over all good job.
HawkofStorms
Hehe, yeah HB's will be fun in PvE. Kinda wierd though. Blurs the difference between axe and sword.
Oh, and I just thought of another fun post update build
[palm strike] + [trampling ox] + [falling lotus] + [twisting fangs]
Oh, and I just thought of another fun post update build
[palm strike] + [trampling ox] + [falling lotus] + [twisting fangs]
DoomFrost
Double Dragon + Glyph of Elemental Power + 16 Fire Magic = 20 Fire Magic.
Hello big numbers.
Hello big numbers.
Evil Genius
I don't particularly like the complete change of some skills.
For Peace and Harmony it has been necessary for a long time, but other skills shouldn't have their functionality completely changed.
For Peace and Harmony it has been necessary for a long time, but other skills shouldn't have their functionality completely changed.
snaek
surprisingly good update
im sad quick shot didnt make the cut tho
im sad quick shot didnt make the cut tho
Carboplatin
[hundred blades]+[whirlwind attack]+[splinter weapon] + IAS of choice = win
Shursh
wow...SF nerf...i didn't see that coming.
so weapon swapping + cons now? will PUGS be able to handle that? i see ecto prices going up in the future...better buy now i guess.
and cultists fervor looks interesting.
so weapon swapping + cons now? will PUGS be able to handle that? i see ecto prices going up in the future...better buy now i guess.
and cultists fervor looks interesting.
Rhamia Darigaz
but now how will i kill the master of healing with my condition+hexes build o.O