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Originally Posted by Chthon
[*] Yeti Smash. Close, but not quite. So close that it's painful. Lose-all-adrenaline is simply a no-go in PvE because of the anti-synergy with SY!. End of story. Even if you make Yeti Smash into a fricking non-elite Earthshaker, it still wouldn't be worth using. The though of a non-elite Earthshaker that isn't worth using makes me sad.
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It was completelly unnecesary. Yeti Smash is staple skill for hammer heroes as it provides modest armor ignoring AOE.
ES-With-adrenaline loss is completelly redundant on those bars as they already use ES.
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Originally Posted by Chthon
[*]Cruel Was Daoshen. Underbuffed. Still bad.
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Irony is that this change would work well with armor-senstitive AR
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Originally Posted by Chthon
[*]Auspicious Parry. Worthless for general-purpose play because it means no IAS. Maybe useful for SY! uptime builds, if the duration was shortened so that the adrenaline gain was reliable.
[edit: It's unclear if you would gain the adrenaline by canceling AParry into another stance. If that's the case, then it would be quite overpowered.][*]Defensive Stance/Deflect Arrows/Shield Stance/Soldier's Defense. All worthless because they mean no IAS. Maybe the adrenaline pumpers might replace Enraging Charge in builds that use a Frenzy/Enraging combo, but I doubt it.
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As pointed out, you can cancel AP and DS for adrenal gains.
Also, with consumables, you do not need IAS comming from skills, you can stay in one of those denfensive srtances and still reap benefits (which are not exactly small.
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Originally Posted by Chthon
[*]"To the Limit!" Adrenaline gain is still not enough on a 15sec recharge. Can't imagine picking this over Fear Me for procing under-shout status.
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Typical "tank" stacked health for pulls. This is going to be not just yet-another health stacking skill: It is not elite, not with only 1/2 uptime and not ending on attack. IT actually has positive effect.
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Originally Posted by Chthon
[*]"Charge!" Brilliant buff, but IMS remains a dubious use of an elite slot for general-purpose play.[*]"None Shall Pass!" The requirement that foes be moving pretty much does this skill in.[*]"Retreat!" This has been pointed out to me as a very strong running skill. The end conditions make it obviously useless for general-purpose play.
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Runner skills mostly.
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Originally Posted by Chthon
[*]Barbed Signet + Oppressive Gaze. These look weak. Bleeding, in and of itself, is worthless. So Barbed Signet is junk unless it provides amazing combo value. There's potential that OGaze will deliver that. But only if (1) Barbed Signet causes bleed on every affected foe and not just the target (ie it can't work like GoI does), (2) Barbed Sig causes bleed before OGaze checks for a condition, and (3) OGaze has a at least "nearby" range. IF these skills work that way, then I'd consider them worthwhile. Otherwise, they are junk and I'll just bring Enfeebling Blood at a low curse spec.
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Theeese are going to be decent if a bit dubious filler for discord builds.
They are also going to be quite decent filler for Mandragorway builds.
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Originally Posted by Chthon
[*]Jaundiced Gaze. Is it keeping the 8-sec recharge?
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It is designed to self synergize to be efficient enchant removal (that is combated with enemy echant removal), so i guess, yes.
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Originally Posted by Chthon
[*]Blood Bond. Game-changingly overpowered. This skill runs circles around any other party-healing in the game. The big question in my mind is whether it's so strong that a team can cut a backliner and get by with just 1 ER ele plus this on a midline orders necro.
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Minion masters are also going to love this.
40 health per attack is incredibly strong. It will be a bit clumsy for general PvE play as humans casters rarely attack (even if they are not casting), but when playing with AI you will feel its full impact.
Where it will shine is farming as it is incredible on-attack health engine, just make W/N and spam AOE attack skills.
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Originally Posted by Chthon
[*]Demonic Flesh. Just when I thought that Blood Bond was surely the most ridiculous skill of the update, here comes Demonic Flesh. First: It hardly matters what the amount is; AoE lifesteal on an attack spammer is going to be pretty insane. Second: There's a couple of bugs to worry about. Exhausting Assault and Blinding Powder are reported to count as "used" even when they "fail," opening up infinite spam potential. Third: It's unclear whether this is a self-only skill or can be cast on other allies. Fourth: Is the duration staying the same? A bad uptime ratio could break this skill. Sadly, uptime ratios fall diametrically into "~100%" and "crap," so this can't be balanced by tweaking the recharge.
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It does not sound that good to me: failing-skills would not activate it (anet has had enough trouble with failing skills)
What will kill this is that rate of damage is going to have cap (you have to spam some skills and those skills are going to take time to activate and resources to use). And possibly range: it is going to be mostly only usefull on frontline.
Last thing that will keep it from paly is the fact that is activates on skill use, not target hit so it will not multiply with multi-target attacks.
I'd wait and see it in action, but my guess is it will come prenerfed and be only worth as filler when partying with melees.
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Originally Posted by Chthon
[*]Aggressive Refrain/Soldier's Fury. No. Permanent -20 is worse than cracked armor, even with the H+H AI problems. People who say otherwise just don't know how to make decent heroes. The correct solution to this problem would be to fix the H+H AI to heavily deprioritize cracked armor on a paragon who's not under attack. The easy solution would be to just remove the malus from these skills for PvE. Making the -20 armor permanent isn't acceptable.
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This is however exactly what most players wanted. Frankly, Malus is pointless anyway: if you are being attacked enough that -20 armor is going to hurt you, then there are deeper problems than just having bad monk builds.
In PvE, you should not be meatbag for mosnters...
It could be more interesting, of course. While Attacking malus for example