I don't see an issue with Mantra of Resolve, to be honest. I guess it will definitely make it more difficult for new 600's to learn, but I don't even have it on my bar when I 600. I put more useful skills in there. 30 minute CoF runs without Mantra is fine to me.
As far as Selfless Spirit goes, that makes me sad. I never even knew of the skill until the update with it's 20 second recharge, but once I did, I learned to love. Now I got stabbed in the heart with a pencil! D:
Ahh well.
Update - Thursday, September 17
10 pages • Page 9
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As far as Selfless Spirit goes, that makes me sad. I never even knew of the skill until the update with it's 20 second recharge, but once I did, I learned to love. Now I got stabbed in the heart with a pencil! D:
Ahh well. |
Overall nice updates, just need one more nerf and it'll be a creative thinking community once again.. like before faction.. or not.. oh well, one can hope..

C
Quote:
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I don't see an issue with Mantra of Resolve, to be honest. I guess it will definitely make it more difficult for new 600's to learn, but I don't even have it on my bar when I 600. I put more useful skills in there. 30 minute CoF runs without Mantra is fine to me.
As far as Selfless Spirit goes, that makes me sad. I never even knew of the skill until the update with it's 20 second recharge, but once I did, I learned to love. Now I got stabbed in the heart with a pencil! D: Ahh well. |
couldnt of said it better myself.....
and yea, i didn't know about selfless either until they nerfed it from 5-3 energy.
Quote:
|
I don't see an issue with Mantra of Resolve, to be honest. I guess it will definitely make it more difficult for new 600's to learn, but I don't even have it on my bar when I 600. I put more useful skills in there. 30 minute CoF runs without Mantra is fine to me.
As far as Selfless Spirit goes, that makes me sad. I never even knew of the skill until the update with it's 20 second recharge, but once I did, I learned to love. Now I got stabbed in the heart with a pencil! D: Ahh well. |

L
Yeah one of the biggest problems I have with this update. Yes it was recharging too fast, no slamming it to 45 seconds does not fix that. It was a much needed energy management skill for a profession severely lacking much of their own. I don't see how you could even consider it overpowering for a PVE ONLY healing build-line. I mean c'mon. Maybe try synching it with prot prayers and divine favor like divine boon so boon prot's can still be viable. Very displeased with that nerf. A few of the others were sorely needed like that R/A. While it was no problem for me personally, I did notice it tipping the balance scales way too much. I think this nerfest was hastily thrown together and a bit more thought would have yielded much more lucrative results. I'm sure I willthink of more to rant on this later or maybe even <shock!> find some positive things to say lol.
fenix
Major-General Awesome
Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#
W/
Joined Aug 2005
Nerfing Blossom and Escape won't solve the R/A problem. All you've done is free up the elite slot and force substituting in a second damaging dual attack. There are plenty of perfectly adequate substitutes at little efficiency loss.
The run buff was nice, but skilled play/variant bars meant that you were passing out Cripple regularly anyway. You can live without the run buff.
The problem with the R/A bar is the ability to quickly and reliably reach the dual attack in sequence. We've seen this problem before; it was the problem with the Black Lotus/Black Spider bar and the original Aura of Displacement bar. Long story short, Shadow Steps and Duals are imba if you can get enough of them. There is little difference between two 1/2 second attacks and an off-hand you can reach directly; if they cost you two skill slots but remove the need for the second off-hand, you're a net winner because you're landing two hits instead of one.
If you want to kill that bar, nerf Jagged to 3s recharge and nerf Fox Fangs and Wild Strike to 6 and 8. Or hit Expertise, since that's the whole reason for the Ranger primary anyway. Either will do it.
Sad that a balanced skill had to be hit with Smiter's Boon. Turbocharged elites have made Monk bars totally reliant on the elite, and OP damage requires efficient play to negate. Isn't the solution to rework SigHum and address the problem directly, rather than blow up Resolve?
Glad to see that they finally nerfed the most efficient non-elite skill in the game, Rip Enchantment. Horribly undercosted for its effect and recharge for eighteen months now. Damage, a rip for kill windows or energy suppression, dirt cheap and a stupid fast recharge. Fifteen seconds should be much better.
Why nerf Patient? It's OP because direct damage is OP. It's not like you can heal through true team-wide pressure with it. It just punishes skilless play by bad opponents that can't find TAB or bring some disruption.
Good work on the other changes. Not sure what they were thinking buffing Selfless Spirit in the first place. Not sure the Immolate hit will sort out Mind Blast, but it should be sufficient for 4v4.
The run buff was nice, but skilled play/variant bars meant that you were passing out Cripple regularly anyway. You can live without the run buff.
The problem with the R/A bar is the ability to quickly and reliably reach the dual attack in sequence. We've seen this problem before; it was the problem with the Black Lotus/Black Spider bar and the original Aura of Displacement bar. Long story short, Shadow Steps and Duals are imba if you can get enough of them. There is little difference between two 1/2 second attacks and an off-hand you can reach directly; if they cost you two skill slots but remove the need for the second off-hand, you're a net winner because you're landing two hits instead of one.
If you want to kill that bar, nerf Jagged to 3s recharge and nerf Fox Fangs and Wild Strike to 6 and 8. Or hit Expertise, since that's the whole reason for the Ranger primary anyway. Either will do it.
Sad that a balanced skill had to be hit with Smiter's Boon. Turbocharged elites have made Monk bars totally reliant on the elite, and OP damage requires efficient play to negate. Isn't the solution to rework SigHum and address the problem directly, rather than blow up Resolve?
Glad to see that they finally nerfed the most efficient non-elite skill in the game, Rip Enchantment. Horribly undercosted for its effect and recharge for eighteen months now. Damage, a rip for kill windows or energy suppression, dirt cheap and a stupid fast recharge. Fifteen seconds should be much better.
Why nerf Patient? It's OP because direct damage is OP. It's not like you can heal through true team-wide pressure with it. It just punishes skilless play by bad opponents that can't find TAB or bring some disruption.
Good work on the other changes. Not sure what they were thinking buffing Selfless Spirit in the first place. Not sure the Immolate hit will sort out Mind Blast, but it should be sufficient for 4v4.
Why are people going to pitch their PvE Boonprot? I don't understand at all. I was already running it before both the Selfless and Divine Boon buffs, I'll still be running it now that Selfless is basically back to what it was and Boon is still better than it was.
I do wish the Shadow Form nerf was in this update, but it's been long enough now that I pretty much don't care anymore.
Already seen several Shattering Assault rangers in PvP as well. Still strong and spikier than Blossom - but also a little more prone to sudden implosion without Escape. It was obvious to see them coming after this; I really don't get why those 1/2 activation skills didn't get PvE-only'd.
I do wish the Shadow Form nerf was in this update, but it's been long enough now that I pretty much don't care anymore.
Already seen several Shattering Assault rangers in PvP as well. Still strong and spikier than Blossom - but also a little more prone to sudden implosion without Escape. It was obvious to see them coming after this; I really don't get why those 1/2 activation skills didn't get PvE-only'd.
N
So you nerf Mantra of Resolve to reduce the number of Farmers?...and maybe your reasoning was to make ppl attempt elite areas, HM and whatnot in pugs/guild groups whatever.
Then you nerf Selfless Spirit so the Monks that need to be in these pugs/guild groups can't handle the energy needs that is REQUIRED of them to maintain a party.
Maybe I'm just doing it wrong? Its no wonder people use Necro Healers they simply do it better.
Then you nerf Selfless Spirit so the Monks that need to be in these pugs/guild groups can't handle the energy needs that is REQUIRED of them to maintain a party.
Maybe I'm just doing it wrong? Its no wonder people use Necro Healers they simply do it better.
V
G
T
Again...Anet giving us reasons for the updates is nice, but the fact that they didn't touch SF is completely illogical and not surprising. What is the point of touching anything else when the shining beacon of inbalance remains? You either balance the game or you don't...there is no in between.

