Update - Thursday, December 8, 2011
StormDragonZ
I'm just afraid that my average 70-80 minute daily vanquishing will turn into 110-120+ minute vanquishes. I actually enjoyed the sense of difficulty in this game right now. This change just makes me think ANet is only worried about the "6+ hour a day players".
HigherMinion
Quote:
I'm just afraid that my average 70-80 minute daily vanquishing will turn into 110-120+ minute vanquishes. I actually enjoyed the sense of difficulty in this game right now. This change just makes me think ANet is only worried about the "6+ hour a day players".
|
My concern is more to do with how heroes use new skills. Will their AI be updated?
Death By An Arrow
Quote:
I'm just afraid that my average 70-80 minute daily vanquishing will turn into 110-120+ minute vanquishes. I actually enjoyed the sense of difficulty in this game right now. This change just makes me think ANet is only worried about the "6+ hour a day players".
|
So for a solo farmer this might mean everything having more health, but it shouldn't be largely noticeable with a group setting.
Ex. Vaettir farming may take a slight tad longer now if using shadow form because your damage is limited with shadow form anyways, so even though their armor is reduced YOU don't deal more damage but have to go through more of their health. But if you had a full team of 8 players the vaettirs shouldnt really pose any additional threat.
Mireles
Quote:
I don't imagine it having a largely noticeable affect on group teams. Simply because when they had higher armor and less health, you were dealing less damage but had a smaller goal to kill your opponent. But with less armor and more health, you now do more damage and have a larger goal to reach.
So for a solo farmer this might mean everything having more health, but it shouldn't be largely noticeable with a group setting. Ex. Vaettir farming may take a slight tad longer now if using shadow form because your damage is limited with shadow form anyways, so even though their armor is reduced YOU don't deal more damage but have to go through more of their health. But if you had a full team of 8 players the vaettirs shouldnt really pose any additional threat. |
Horace Slughorn
gulp... please don't raise the health of hard-mode monsters

Surgo
Great update! I'm not sure why the nerf to some of the Rit armor-ignoring damage was warranted given the upcoming health increases in HM (it's like getting nerfed twice), but I suppose it depends on how much health goes up and how much armor goes down.
DiogoSilva
My initial impressions:
The conservative buffs and nerfs are welcome. One of the issues with elementalists, in my view, is how some skills are already fun but "just not powerful enough" or overshadowed by others.
The slight nerf to Invoke/ Chain Lightning is going to make it less mindless, while still powerfull nonetheless. For PvP, that is. The slight buffs to others might just be enough to make them about equal. I do have some issues with a few. Blinding Surge was already overpowered at RA, and it only got buffed. It needs a PvP Split. Or have the AoE Blind more conditional, just like the extra damage is now. Sandstorm seems perhaps stronger than it should, but I might be wrong. Overall, there seems to be a lot of free blind spam here and there, and only dervishes have good anti-blind skills out of the three melee classes.
My real question is on the drastic changes. I really can't say much about them without testing.
The conservative buffs and nerfs are welcome. One of the issues with elementalists, in my view, is how some skills are already fun but "just not powerful enough" or overshadowed by others.
The slight nerf to Invoke/ Chain Lightning is going to make it less mindless, while still powerfull nonetheless. For PvP, that is. The slight buffs to others might just be enough to make them about equal. I do have some issues with a few. Blinding Surge was already overpowered at RA, and it only got buffed. It needs a PvP Split. Or have the AoE Blind more conditional, just like the extra damage is now. Sandstorm seems perhaps stronger than it should, but I might be wrong. Overall, there seems to be a lot of free blind spam here and there, and only dervishes have good anti-blind skills out of the three melee classes.
My real question is on the drastic changes. I really can't say much about them without testing.
lemming
DiogoSilva
Maybe it's only for low-level PvP, but most of the strategy for Invoke I saw (and used) was mostly to spam it on recharge. Sure, you need to give priority to balled or called targets, and the occasional mesmer/ ranger on you, but other than that, spamming it is extremely rewarding for the minimal effort it takes.
A typical (RA) air build takes Invoke+Chain. Using both now means a 10e exhaustion. So spamming on recharge is going to make you useless fast.
I also want to add that I enjoy the GW2 mentality behind the new balances. And by that I don't mean only the fact that water magic will bring party support. The comments on exhaustion's nature and how it makes balancing simpler reflect those of Izzy's regarding GW2's recharge mechanic.
EDIT: Can't wait for the future cross-elemental update neither.
A typical (RA) air build takes Invoke+Chain. Using both now means a 10e exhaustion. So spamming on recharge is going to make you useless fast.
I also want to add that I enjoy the GW2 mentality behind the new balances. And by that I don't mean only the fact that water magic will bring party support. The comments on exhaustion's nature and how it makes balancing simpler reflect those of Izzy's regarding GW2's recharge mechanic.
EDIT: Can't wait for the future cross-elemental update neither.
MrKGado
Quote:
My initial impressions:
Overall, there seems to be a lot of free blind spam here and there, and only dervishes have good anti-blind skills out of the three melee classes. |
Are you talking stirctly PvP because there is always Asuran Scan in PvE to deal with areas that might now have increased blinding.
ruk1a
I personally like the changes and welcome the less armor more health mentality in HM. Except for solo farmers I don't see this even changing much in group play, seeing as how we use armor ignoring damage anyways and we'll be doing more damage with enemies having less armor. But I'm not a math wizz..we'll see how it plays out.
Daesu
Quote:
I personally like the changes and welcome the less armor more health mentality in HM. Except for solo farmers I don't see this even changing much in group play, seeing as how we use armor ignoring damage anyways and we'll be doing more damage with enemies having less armor. But I'm not a math wizz..we'll see how it plays out.
|
Therefore it is a resulting nerf to all armor ignoring damage but for it may or may not be a buff for armor respecting damages (depending on how much armor is lowered and how much hp is raised).
DiogoSilva
Quote:
Are you talking stirctly PvP because there is always Asuran Scan in PvE to deal with areas that might now have increased blinding.
|
After this update, and after the 3rd part of WoC next year which might feature the melee AI update, we're going to get a huge meta shift in hero parties.
Will Signet of Spirits still be overpowered after this?
HigherMinion
Quote:
No it would be a nerf to armor ignoring damages. These armor ignoring damage would NOT be dealing more on lower armor targets. They would be dealing the SAME damage no matter what their target's armor is, except now, you have to contend for higher hp monsters.
Therefore it is a resulting nerf to all armor ignoring damage but for it may or may not be a buff for armor respecting damages (depending on how much armor is lowered and how much hp is raised). |
Daesu
Quote:
here's how to test: go into NM with 3 invoke eles and see how much faster you pwn (or searing flames) than using 3 esurgers, etc.
|
In this case, your armor ignoring damage would not be impacted with the armor changes. They are armor ignoring in the first place! But the higher hp would definitely make monsters harder to kill so the result is a nerf to armor ignoring damages.
As for armor RESPECTING damages, it would depend on how much armor is lowered vs hp raised, to check if it is a buff or a nerf to them.
DiogoSilva
Talking strictly about PvE, the new dervishes are actually well-balanced and the new elementalists don't seem to be any stronger than the old (and to be back) Savannah Heat kind. Just more diverse. Does the new update even features any elite stronger than Savannah and Searing? I mostly see less-damage/more-support AoE alternatives.
PvP, however... Depends fully on the more radical changes. EDIT: And I do expect them to be unbalanced for PvP, like dervishes were/ are.
PvP, however... Depends fully on the more radical changes. EDIT: And I do expect them to be unbalanced for PvP, like dervishes were/ are.
Showtime
Seems like all current hero team builds will continue to work unless they raise monster hp a bunch. Discord should still be fine, but killing will be faster with other builds. Maybe a lot faster. Battle of attrition instead of just blowing them up? My hero elems get to play...
Could wreak havoc on some farms.
Could wreak havoc on some farms.

HigherMinion
Quote:
Seems like all current hero team builds will continue to work unless they raise monster hp a bunch. Discord should still be fine, but killing will be faster with other builds. Maybe a lot faster. Battle of attrition instead of just blowing them up? My hero elems get to play...
Could wreak havoc on some farms. ![]() |
Also... Since Mark of Pain isn't being messed with, and physical damage would also be higher- this 7H build will be even stronger in comparison to other choices: http://www.gwpvx.com/Build:Team_-_7_Hero_Markway
ErrantVenture
Almost every elite change is game-breaking for PvP >.>
Saru The Boss
*looks at over 700 gem sets obtained by non DwG methods in anticipation of the upcoming nerfbat causing gemsets/armbraces' prices to skyrocket*
Oh yeah, I can definitely handle this update.
In any case, looks interesting.
Oh yeah, I can definitely handle this update.

In any case, looks interesting.
Swingline
This update is a good thing. People saying otherwise are just afraid of change.
We now have more balance between professions and Eles look like a shit load of fun now. Can finally see Eles making their way into 7 hero meta setups. I especially love the change to Master of Magic.
We now have more balance between professions and Eles look like a shit load of fun now. Can finally see Eles making their way into 7 hero meta setups. I especially love the change to Master of Magic.
Elnino
Bye bye Whirling Farmers?
Horace Slughorn
no noob, it might add a couple min to our doa! that would be unacceptable.
Lanier
while its good to see a new skill update, I am highly disappointed that anet is still releasing updated skills for one prof at a time. Rangers and Paragons probably had it worse off than eles, and they aren't getting... well anything
.
On the upside, glad to finally see some more nerfs to rit armor-ignoring damage, especially to SoS. I love playing my rit, but i hate the feeling that I have to use SoS, or else im gimping my party because, quite honestly, SoS is incredibly boring.

On the upside, glad to finally see some more nerfs to rit armor-ignoring damage, especially to SoS. I love playing my rit, but i hate the feeling that I have to use SoS, or else im gimping my party because, quite honestly, SoS is incredibly boring.
Saru The Boss
ErrantVenture
Quote:
This update is a good thing. People saying otherwise are just afraid of change.
We now have more balance between professions and Eles look like a shit load of fun now. Can finally see Eles making their way into 7 hero meta setups. I especially love the change to Master of Magic. |
The Sins We Die By
How does...
Destructive was Glaive - damage reduced by 15%
Ancestor's Rage - damage no longer ignores armor, affected by DwG armor penetration and HM enemies have lower armor now
Spirit Rift - damage reduced by 7%
...Result in no more glaiveway?
The result to me sounds like enemies survive maybe 2 seconds longer.
Destructive was Glaive - damage reduced by 15%
Ancestor's Rage - damage no longer ignores armor, affected by DwG armor penetration and HM enemies have lower armor now
Spirit Rift - damage reduced by 7%
...Result in no more glaiveway?
The result to me sounds like enemies survive maybe 2 seconds longer.
Malchior Devenholm
Quote:
Talking strictly about PvE, the new dervishes are actually well-balanced and the new elementalists don't seem to be any stronger than the old (and to be back) Savannah Heat kind. Just more diverse. Does the new update even features any elite stronger than Savannah and Searing? I mostly see less-damage/more-support AoE alternatives.
PvP, however... Depends fully on the more radical changes. EDIT: And I do expect them to be unbalanced for PvP, like dervishes were/ are. |
480 damage + burning anywhere between 3-10 seconds says hi.
Swingline
Quote:
*looks at over 700 gem sets obtained by non DwG methods in anticipation of the upcoming nerfbat causing gemsets/armbraces' prices to skyrocket*
Oh yeah, I can definitely handle this update. ![]() In any case, looks interesting. |
Everyone say hi to Shitter Flames.
ErrantVenture
Quote:
Double Dragon
480 damage + burning anywhere between 3-10 seconds says hi. |
And Double Dragon isn't even one of the most broken skills, most of them are WORSE.
These changes are fine for PvE but introducing ANY of them in PvP would be an INDESCRIBABLY poor choice.
Malchior Devenholm
Quote:
Two eles using this skill (like, say, on a king of the hill match in HoH where targets can't kite) will do over 800 adjacent damage in 8 seconds. All of this damage will be done in tiny 30 point packets so most of your prots will be largely useless.
And Double Dragon isn't even one of the most broken skills, most of them are WORSE. These changes are fine for PvE but introducing ANY of them in PvP would be an INDESCRIBABLY poor choice. |
Swingline
Quote:
Two eles using this skill (like, say, on a king of the hill match in HoH where targets can't kite) will do over 800 adjacent damage in 8 seconds. All of this damage will be done in tiny 30 point packets so most of your prots will be largely useless.
And Double Dragon isn't even one of the most broken skills, most of them are WORSE. These changes are fine for PvE but introducing ANY of them in PvP would be an INDESCRIBABLY poor choice. |
DiogoSilva
Quote:
How does...
Destructive was Glaive - damage reduced by 15% Ancestor's Rage - damage no longer ignores armor, affected by DwG armor penetration and HM enemies have lower armor now Spirit Rift - damage reduced by 7% ...Result in no more glaiveway? The result to me sounds like enemies survive maybe 2 seconds longer. |
Quote:
For PvE it's fine. The changes are ALL game-breaking for PvP. EVERY skill listed there needs a split. |
1) Too much AoE condition-spam. Lots of easy cracked armor, easy weakness and easy blindness. Hello, dervishes!
2) Skills that do too many things at the same time. Hello, dervish elite skills.
However, there's also some things to consider, compared to the dervish update:
a) Dualcasting skills require proper positioning and teamwork; some of the skills sacrifice damage for utility; some rely on AoE which make them more relevant to PvE; some are more conditional for the extra effects; Chain/ Invoke are not as spammable;
b) They are mostly elite skills.
Dervishes were/ are, in comparison, more mindless, and they are way to efficient at doing way too many things at the same time, and they do that with half of their skill bar, not only with elites.
BTW, I'm the only one to realize that Star Burst might be one of the strongest of the new skills? It's 100+ AREA damage. I just read through the preview a second time, and the skills that seemed to be initially stronger to me are adjacent-ranged or single target; and the ones that seemed weaker at first glance are nearby area. There's a lot of suble details that make it hard to evaluate them. But ya, area damage is a very relevant AoE effect in PvP. It's a touch skill, though. Hmmm. Seems fun, actually.
EDIT:
Quote:
Double Dragon 480 damage + burning anywhere between 3-10 seconds says hi. |
And half of the damage comes from you, and not from the other ally; you can't be, however, too close to the mobs, or as an elementalist you'll die: and dead, the enchantment goes puff.
Elnino
Quote:
Originally Posted by ErrantVenture
The changes are ALL game-breaking for PvP
|

Better than Ancestor's Rage!
ErrantVenture
Quote:
What change hasn't?
![]() |
Swingline
Quote:
Plus even more X seconds because they have more health now. Do not forget that the HM changes makes for a double nerf. However, I don't think that will make "glaiveway" useless.
|
----------
Quote:
I'd recommend re-reading most of the skills. Too many of them are able to do things like spamming large damage, aoe knocks, and huge aoe conditions spamm all in one skill. Even a year ago, ONE of these effects would make an elite VERY powerful. These skills let you pack HUGE utility and HUGE damage into a single skill which is bad for the game. Look at gust: A nearby range AoE bull's strike that also deals 70 nearby range damage and gives you and a target an unconditonal 33% movement speed buff for 10+ seconds. Any ONE of these effects is VERY powerful, all three in one skill is simply depressing.
|
Chthon
Quote:
they made all damage types more effective than in excess of what they nurfed with armor ignoring damage...
|
Quote:
Shouldn't this also mean physical damage will be alot higher now too? Training dervs and hammer wars, though I guess dagger damage isn't high anyway.
|
---------
I'm not going to make any comments regarding PvP. Other than that perhaps some people are overreacting a bit.
As for PvE, the key change is the armor/hp change, and a-net didn't provide the numbers to analyze. Everything about this update hinges on how well they tuned those numbers.
(FYI: I probably wouldn't have traded hp for AL like this, but, if I had to do so, I would have set AL to the same 60/70/80 that players get and increased hp by ~(0.34*Lvl + 0.34)hp for each point of armor lost.)
None of the skill changes strikes me as particularly earthshattering. All of the "big nukes" still have bad recharges. Skills that show some promise might be Glimmering Mark (assuming the recharge stays at 10), Mind Burn (assuming the lack of exhaustion in the description is correct), Water Trident (which might replace Invoke+Chain Lightning depending on how much difference near vs adjacent really makes in practice), and Mirror of Ice (if you can work out a reliable way to have the proc hex in place).
Mist Form... [edit: has a least one remarkably broken build that I can think of.]
The blind+weakness on Shockwave makes me almost think PBAoE might not be totally, completely suicidal... and then I remember the the 1/3 downtime and snap out of that little delusion. Hey, a-net, couldn't you at least make the weakness last the full recharge? It might also help if I didn't have to split Earth+Fire to get decent PBAoE damage options.
Overall, I've got a strong suspicion that Searing Flames is going to be the big winner at the end of the day.
ErrantVenture
Quote:
Well, at least hammers and scythes should show a noticeable difference.
|
Quote:
I think they may have leaked these skills on purpose to see what the community has to say about them. Skills such as Shockwave seem game breaking and need a split. Shockwave should prob cause just weakness. As for the fire skills I think they can be dealt with by high armor which is something serious PvPers already equip themselves with.
|
Swingline
Kunder
I like how the "Reducing Armor Ignoring Damage" actually hits none of the most powerful armor ignoring skills. MoP, SW are both just chilling on the sidelines.
Also, skills like Fireball being "too powerful" if they were at 1s cast is hilarious. Does Anet not know about Liquid Flame?
As for Double Dragon: The description doesn't necessarily imply that you will take 2x damage if both players are next to you, it could be if either player is adjacent then you take 30 damage flat. Also, SoA = weeee 0 damage per tick. And SoA has 1/2 the recharge. Shielding Hands also works fine. Its definitely very powerful, but not gamebreakingly ridiculous like some skills are. Sadly, power creep is the name of the game.
Horribly imba skills I saw in a quick look over:
Gust is ridiculous (Position yourself and another player right and you WILL knock down at least half of the enemy team). Potentially bringing back the W/E btw? 2 Frontliners alternating this easily have 100% uptime on +33% speed boost along with large dual-AoE knockdowns every 6s. Works fine even with 0 attribute spec, though of course going for a conjure would work excellent as well and turn this into a fairly annoying constant nuke as well.
Star Burst - 112 damage IN THE AREA damage on 7s recharge that also causes burning and gives energy? In the Area is just a ridiculous range for anything dealing damage. Can't wait to see 6/8 well spread out players get spiked out at the same time by E/As or something. Keep your +vs fire shields handy. Time to curb stomp PvE some more btw.
Mirror of Ice - 6s of 2x nearby slowing, and if it hits someone already hexed then it recharges in 6s? You thought snares were annoying before, this is pure hell. Nice, fast and hard to interrupt too.
Stone Sheath - So, I can have as much armor as a warrior and immunity to critical hits for 24s? And an ally gets it too? And the recharge is 12s? I think I'll cast this on both my monks and have 3 characters who can never die.
Also, skills like Fireball being "too powerful" if they were at 1s cast is hilarious. Does Anet not know about Liquid Flame?
As for Double Dragon: The description doesn't necessarily imply that you will take 2x damage if both players are next to you, it could be if either player is adjacent then you take 30 damage flat. Also, SoA = weeee 0 damage per tick. And SoA has 1/2 the recharge. Shielding Hands also works fine. Its definitely very powerful, but not gamebreakingly ridiculous like some skills are. Sadly, power creep is the name of the game.
Horribly imba skills I saw in a quick look over:
Gust is ridiculous (Position yourself and another player right and you WILL knock down at least half of the enemy team). Potentially bringing back the W/E btw? 2 Frontliners alternating this easily have 100% uptime on +33% speed boost along with large dual-AoE knockdowns every 6s. Works fine even with 0 attribute spec, though of course going for a conjure would work excellent as well and turn this into a fairly annoying constant nuke as well.
Star Burst - 112 damage IN THE AREA damage on 7s recharge that also causes burning and gives energy? In the Area is just a ridiculous range for anything dealing damage. Can't wait to see 6/8 well spread out players get spiked out at the same time by E/As or something. Keep your +vs fire shields handy. Time to curb stomp PvE some more btw.
Mirror of Ice - 6s of 2x nearby slowing, and if it hits someone already hexed then it recharges in 6s? You thought snares were annoying before, this is pure hell. Nice, fast and hard to interrupt too.
Stone Sheath - So, I can have as much armor as a warrior and immunity to critical hits for 24s? And an ally gets it too? And the recharge is 12s? I think I'll cast this on both my monks and have 3 characters who can never die.