Game Update - 5/23/2011
bursta91
Update - Monday, May 23, 2011
Skill Changes
For more information on these changes, please see the Developer Updates page.
Dervish
* Aura of Thorns: changed functionality to: "All nearby foes begin Bleeding for 5...15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3...8 seconds."
* Aura of Thorns (PvP): changed functionality to: "All nearby foes begin Bleeding for 5...15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3...8 seconds."
* Avatar of Balthazar: decreased adrenaline gain to 25%; changed burning duration to 1...3 seconds.
* Harrier's Grasp: added the following functionality: "This enchantment ends after you apply Cripple 1...3 times."
* Heart of Fury: split for PvP.
* Heart of Fury (PvP): added a recharge of 6 seconds.
* Onslaught: split for PvP.
* Onslaught (PvP): decreased duration to 2...8 seconds.
* Pious Fury: split for PvP.
* Pious Fury (PvP): decreased duration to 1...5 seconds.
* Wounding Strike: split for PvP.
* Wounding Strike (PvP): removed bonus damage.
Bug Fixes
* Fixed a text bug in the description of the Igneous Summoning Stone that listed the duration as 10 minutes.
Skill Changes
For more information on these changes, please see the Developer Updates page.
Dervish
* Aura of Thorns: changed functionality to: "All nearby foes begin Bleeding for 5...15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3...8 seconds."
* Aura of Thorns (PvP): changed functionality to: "All nearby foes begin Bleeding for 5...15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3...8 seconds."
* Avatar of Balthazar: decreased adrenaline gain to 25%; changed burning duration to 1...3 seconds.
* Harrier's Grasp: added the following functionality: "This enchantment ends after you apply Cripple 1...3 times."
* Heart of Fury: split for PvP.
* Heart of Fury (PvP): added a recharge of 6 seconds.
* Onslaught: split for PvP.
* Onslaught (PvP): decreased duration to 2...8 seconds.
* Pious Fury: split for PvP.
* Pious Fury (PvP): decreased duration to 1...5 seconds.
* Wounding Strike: split for PvP.
* Wounding Strike (PvP): removed bonus damage.
Bug Fixes
* Fixed a text bug in the description of the Igneous Summoning Stone that listed the duration as 10 minutes.
lemming
ding dong the witch is dead
edit: ok maybe not we'll see
edit: ok maybe not we'll see
StormDragonZ
Which old witch?
bursta91
the wicked witch!
ps someone enter ladder so my frontliners can start practising the ancient art of frenzy warriors....
ps someone enter ladder so my frontliners can start practising the ancient art of frenzy warriors....
Ic Zero
I see changes for harrier's grasp and onslaught.
Kunder
I think the witch is fine, she just has to settle for some slightly less glamorous shoeware for the time being.
FoxBat
Quote:
Originally Posted by Dev Update
While the last few skill updates have been centered around the Dervish, we'd like you to know that we are continuing to work on future skill balances for other professions.
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bursta91
RedDog91
Aycee
betterjonjon
StormDragonZ
What about something in the middle? I play a Blood Magic Necromancer that doesn't use Blood is Power.
Aycee
RedDog91
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What about something in the middle? I play a Blood Magic Necromancer that doesn't use Blood is Power.
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Frenzy will now increase the damage of your attacks by 100 armor ignoring damage?
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Stance
Cost: 5 energy | Recharge: 5 seconds
Description: For 8 seconds you attack 50% faster but take 3% more damage from attacks and spells. Your attacks also deal +20 damage and cause daze, cripple, and deep wound. When this stance ends, all adjacent foes take 9001 armor ignoring damage.
Sarevok Thordin
Well that rather notorious AoB build for Dervs got whacked slightly, good thing too.
I ran it for a chuckle in RA, got a 25 streak *VERY* quickly..
It was just stupidly broken lol, not surprised this happened, although I fear not quite hard enough.
I ran it for a chuckle in RA, got a 25 streak *VERY* quickly..
It was just stupidly broken lol, not surprised this happened, although I fear not quite hard enough.
Kunder
They could just go ahead and make Frenzy 100% IAS. Totally balanced because if you put empathy on the warrior then they die instantly assuming Thealth/TDPS > WHealth/WDPS.
doomfodder
Quote:
Update - Monday, May 23, 2011
* Onslaught (PvP): decreased duration to 2...8 seconds. |
TY to Kohmet btw
Spear of Redemption
Holy Spear
Blazing Spear
Merciless Spear
Onslaught
Pious Restoration
Remedy Signet
Resurrection Signet
NerfHerder
Quote:
While the last few skill updates have been centered around the Dervish, we'd like you to know that we are continuing to work on future skill balances for other professions. -Developer Updates |
Define "other professions" please.
-Makai-
I love how they split Aura of Thorns, a skill that barely does anything in PvE, yet didn't split Avatar of Balthazar. Silly, silly, silly.
Kunder
Quote:
I love how they split Aura of Thorns, a skill that barely does anything in PvE, yet didn't split Avatar of Balthazar. Silly, silly, silly.
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AoB nerf should be minor for PvE. 25% vs 33% is a negligable difference when you consider how much adrenaline you get from multi-hitting and taking damage. The burning duration is completely unnerfed as long as you are using mysticism >= 12, which I'm sure everyone was already doing anyways.
AngelWJedi
yeah..i came back from afk saw the new build thing got it and was thinking woot! finally WoC..then went oh look MORE derv skill changes..how nice..NOT! my derv is a mule i only use derv heros until they level up then they become weapon holders. wtb update other then for derv. xD
Reverend Dr
Quote:
While the last few skill updates have been centered around the Dervish, we'd like you to know that we are continuing to work on future skill balances for other professions. -Developer Updates |
Destrudo
Least ANet is getting some stuff out of the way in fixing the damage dealt with the Derv update. It really doesn't hinder Dervs as much as it probably should in a few skill's cases however, which is disappointing.
Please tell me the cut off was intentional.
That aside, they did say they had some interest in Smiting Monks and Paragons in general (mostly Motivation though) on the PvE side of things (and in PvE Rangers and Elementalists are in far bigger need of buffs than Paras and Monks) at the least. Let's hope that the majority of skills get PvP splits if the skill balance will be as catastrophic on the PvP side of things otherwise, much like the Derv update.
We'll probably just see dartboard buffs for a while though.
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They are just going to keep going around doing class buffs like they have been. Immediately after the buff there are going to be 2-3 of those classes in every build, then slowly over the course of agonizingly long months bring the game back to a state almost as good as before the buff. You see this promotes diversity because
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That aside, they did say they had some interest in Smiting Monks and Paragons in general (mostly Motivation though) on the PvE side of things (and in PvE Rangers and Elementalists are in far bigger need of buffs than Paras and Monks) at the least. Let's hope that the majority of skills get PvP splits if the skill balance will be as catastrophic on the PvP side of things otherwise, much like the Derv update.
We'll probably just see dartboard buffs for a while though.
Absolute Destiny
Quote:
Originally Posted by Destrudo
That aside, they did say they had some interest in Smiting Monks and Paragons in general (mostly Motivation though) on the PvE side of things (and in PvE Rangers and Elementalists are in far bigger need of buffs than Paras and Monks) at the least. Let's hope that the majority of skills get PvP splits if the skill balance will be as catastrophic on the PvP side of things otherwise, much like the Derv update.
We'll probably just see dartboard buffs for a while though. |
Then cut the recharge and cast time for Ray of Judgment in half.
As to the update, meh.
Apok
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IMO the only way to make Smiting monks work is to lower the recharge on Judgment, Banish, Spear of Light, and all the Signets...and make them all cause bleeding, cracked armor, deep wound, or poison.
Then cut the recharge and cast time for Ray of Judgment in half. . |
Kunder
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IMO the only way to make Smiting monks work is to lower the recharge on Judgment, Banish, Spear of Light, and all the Signets...and make them all cause bleeding, cracked armor, deep wound, or poison.
Then cut the recharge and cast time for Ray of Judgment in half. As to the update, meh. |
Swingline
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IMO the only way to make Smiting monks work is to lower the recharge on Judgment, Banish, Spear of Light, and all the Signets...and make them all cause bleeding, cracked armor, deep wound, or poison.
Then cut the recharge and cast time for Ray of Judgment in half. |
Absolute Destiny
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Why not just give monks an I win button. If smiting monks get a buff it has to be very subtle to not break the game. Also if RoJ gets a casting and recharge buff then arcane echo has to be nerfed as well.
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Every other damage dealing profession gets some kind of buff from its primary attribute, while Smiters have to completely ditch theirs.
FoxBat
What anet means is smite players don't want to run the stuff that makes their bar strong, like smite hex/condi, strength of honor, etc. (where incidentally DF matters.) They just want more RoJ-type skills on their bar to c-space big numbers. How to do this without ruining PvP or splitting every skill is the trick.
Apok
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The insinuation in my post is that Smiting Monks always have been substandard to other profession's damage ability, and always will be because ANet never meant Monks to be an aggressive profession, judging by the fact that Divine Favor in no way aids Smiting as a whole.
Every other damage dealing profession gets some kind of buff from its primary attribute, while Smiters have to completely ditch theirs. |
Absolute Destiny
Quote:
Originally Posted by Apok
Do, do we need to show you exactly why this is a good thing? I don't want to write up a whole history lesson, but if I can change one persons outlook on a subject, I will.
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I'm on the verge of deleting my monk since the Mo/Me RoJ nuker build is the only one which has ever consistently worked on him, and I've never played him as anything but a direct damage dealer.
In that context, Smiting sucks.
Lanier
I see no reason why banish, smite, and spear of light can't have reduced recharges in PvE. They would still probably be worse than reversal of damage, smite condition, and smite hex.
Swingline
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The insinuation in my post is that Smiting Monks always have been substandard to other profession's damage ability, and always will be because ANet never meant Monks to be an aggressive profession, judging by the fact that Divine Favor in no way aids Smiting as a whole.
Every other damage dealing profession gets some kind of buff from its primary attribute, while Smiters have to completely ditch theirs. |
If your not prepared to support allies on a monk then don't make one, its not the class for you.
Reverend Dr
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Please tell me the cut off was intentional.
That aside, they did say they had some interest in Smiting Monks and Paragons in general (mostly Motivation though) on the PvE side of things (and in PvE Rangers and Elementalists are in far bigger need of buffs than Paras and Monks) at the least. |
Brian the Gladiator
Smite monks are already hugely powerful but PvE players are just so incredibly stupid, they don't know what they already have. Strength of Honor in PvE is absurd. Couple that with RoJ, Smite Hex, Smite Condition, Judge's Insight, Smiter's Boon, Castigation Signet for e-management and Reversal of Damage and you have a ridiculously powerful bar that offers tons of party support that most fire and forget builds don't.
Smite monks have also been super-powered in the past and it was terrible for the game. Does anybody remember Air of Enchantment smiters with Zealots Fire? Apparently not. I don't want to go back to that kind of brainless damage dealing build.
Smite monks have also been super-powered in the past and it was terrible for the game. Does anybody remember Air of Enchantment smiters with Zealots Fire? Apparently not. I don't want to go back to that kind of brainless damage dealing build.
floor
triple dervish still won the AT comfortably. Dervishes still too good, so lets expect another nerf next month then. This is becoming quite a waste of dev time, nerfing dervishes every single month a bit more, just delete them from the game and be done with it, they dont add anything positive or fun in PvP at least...
X Dr Pepper X
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Smite monks are already hugely powerful but PvE players are just so incredibly stupid, they don't know what they already have. Strength of Honor in PvE is absurd. Couple that with RoJ, Smite Hex, Smite Condition, Judge's Insight, Smiter's Boon, Castigation Signet for e-management and Reversal of Damage and you have a ridiculously powerful bar that offers tons of party support that most fire and forget builds don't.
Smite monks have also been super-powered in the past and it was terrible for the game. Does anybody remember Air of Enchantment smiters with Zealots Fire? Apparently not. I don't want to go back to that kind of brainless damage dealing build. |
Smiting monks are insanely powerful. They are undervalued.
They are also player unfriendly and incredibly tedious and boring to play as a human.
Also, RoJ is the best AoE nuke in the game in terms of damage per attribute point investment made and by aggregate sum.
There are also a ton of Smiting Prayers skills that are stupid and could be changed... but idk why they would take priority over Eles and Rangers which are obsolete. Paras need a rework too.
Swingline
I have no idea why they even created Dervs. Dervs are a cool concept yet they were not made quite right and got even more screwed up after a rework. IMHO that child should have been aborted and Anet should have released 1 profession per campaign. Assassin for factions and Ritualist for NF. Screw paragons to.
BlackSephir
* Aura of Thorns: changed functionality to: "All nearby foes begin Bleeding for 5...15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3...8 seconds."
* Aura of Thorns (PvP): changed functionality to: "All nearby foes begin Bleeding for 5...15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3...8 seconds."
So, what's different? Or does it just scale differently?
* Aura of Thorns (PvP): changed functionality to: "All nearby foes begin Bleeding for 5...15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3...8 seconds."
So, what's different? Or does it just scale differently?