RIP, Wild Throw, my PvE DSlash warrior will miss you.
I'm not seeing how Wild Throw matters at all for Paragon primary. The skill disable is for non-spear attack skills. So if you are chucking spears, it disables nothing.
Preview of upcoming skill balances
2 pages • Page 2
K
Wild Throw: added the following functionality: "All of your non-spear attack skills are disabled for 3 seconds"
Am I missing something, why is everyone crying about wild throw in PvE? if you use a spear build you are fine.
"The disable time will make it less appealing to builds utilizing weapon swaps, but keep it viable on dedicated spear builds."
Am I missing something, why is everyone crying about wild throw in PvE? if you use a spear build you are fine.
"The disable time will make it less appealing to builds utilizing weapon swaps, but keep it viable on dedicated spear builds."
G
Quote:
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Wild Throw: added the following functionality: "All of your non-spear attack skills are disabled for 3 seconds"
Am I missing something, why is everyone crying about wild throw in PvE? if you use a spear build you are fine. "The disable time will make it less appealing to builds utilizing weapon swaps, but keep it viable on dedicated spear builds." |
x
very nice update overall!
shield guardian is very interesting but unfortunately probably won't see much play on prot monks because it makes them too vulnerable to powerblock
I think the only change which I'm not so happy with is wild throw. I don't frontline so maybe someone with more experience can fill me in but I've always regarded the stances as more problematic than the stance removal. I like the suggestion someone else posted earlier about using the fails if spear re is <x% and set it to a high enough req such that hammer warriors have to sacrifice some damage to spec it over just completely killing it.
also i don't understand why people are calling for pvp-pve split on wild throw. Who actually runs non-spear attack skills on a para?
shield guardian is very interesting but unfortunately probably won't see much play on prot monks because it makes them too vulnerable to powerblock
I think the only change which I'm not so happy with is wild throw. I don't frontline so maybe someone with more experience can fill me in but I've always regarded the stances as more problematic than the stance removal. I like the suggestion someone else posted earlier about using the fails if spear re is <x% and set it to a high enough req such that hammer warriors have to sacrifice some damage to spec it over just completely killing it.
also i don't understand why people are calling for pvp-pve split on wild throw. Who actually runs non-spear attack skills on a para?
Quote:
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Wild Throw: added the following functionality: "All of your non-spear attack skills are disabled for 3 seconds"
Am I missing something, why is everyone crying about wild throw in PvE? if you use a spear build you are fine. "The disable time will make it less appealing to builds utilizing weapon swaps, but keep it viable on dedicated spear builds." |
K
If they were going to remove it from Warrior bars, while the current solution works, it really would have been nice if they had linked it to Leadership. I realise it would hurt those other builds a bit too, but at least it would help the Para find a place in PvP which right now it is sorely lacking, easily being the least used class. I realise it wouldn't even be close to enough on it's own, but every little helps, right?
Horace Slughorn
Wilds Pathfinder
Experientia Docet [OHX], Trinity of the Ascended [ToA], We Gat Dis [HRUU]
W/
Joined Oct 2008
All I can say is: FINALLY! Thanks Anet 
It's referring to EP Spike. It allowed wearying spear + a big damage skill to hit at the same time.

It's referring to EP Spike. It allowed wearying spear + a big damage skill to hit at the same time.
K
Obby flame PVP nerf is very important, but it wont stop the spike. Currently running a sup earth rune, glyph of elly power and dual attunements brings obby flame up to 142 damage, and magnetic surge up to 150 damage, both armour ignoring. Even with the nerf it will hit for a lot of damage in a spike.
The Spirit Bond buff is interesting, they are actually making it stronger in PVP than it is in PVE? IMO reduce the damage needed to trigger it to 50 in both PVP and PVE, and only reduce the heal amount in PVE.
Regarding the stance problem with monks, why not buff Aura of Stability and Supportive Spirit instead?
Aura of Stability - 5, 1/4, 12 - For 1....5 seconds, target ally cannot be knocked down (self targetable)
Supportive Spirit - 5, 1/4, 20 - for 5...21 seconds, target ally gains 1...3 health regeneration, and is healed for 10...33 when taking damage while knocked down.
The Spirit Bond buff is interesting, they are actually making it stronger in PVP than it is in PVE? IMO reduce the damage needed to trigger it to 50 in both PVP and PVE, and only reduce the heal amount in PVE.
Regarding the stance problem with monks, why not buff Aura of Stability and Supportive Spirit instead?
Aura of Stability - 5, 1/4, 12 - For 1....5 seconds, target ally cannot be knocked down (self targetable)
Supportive Spirit - 5, 1/4, 20 - for 5...21 seconds, target ally gains 1...3 health regeneration, and is healed for 10...33 when taking damage while knocked down.
J
Quote:
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Obby flame PVP nerf is very important, but it wont stop the spike. Currently running a sup earth rune, glyph of elly power and dual attunements brings obby flame up to 142 damage, and magnetic surge up to 150 damage, both armour ignoring. Even with the nerf it will hit for a lot of damage in a spike.
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F
About time wild throw gets a nerf, it was heavily abused in gimmicks like a/p and w/p.
Fox fangs nerf seems kinda pointless but I have nothing against it since I never use that thing.
Dervs are just balanced perfectly now, there can still be wounding strike and avatar bars but not op bar as this onslaught was.
Only thing that I want to see changed as soon as possible is stone sheath. It's way too strong man, waaaay too strong.
Fox fangs nerf seems kinda pointless but I have nothing against it since I never use that thing.
Dervs are just balanced perfectly now, there can still be wounding strike and avatar bars but not op bar as this onslaught was.
Only thing that I want to see changed as soon as possible is stone sheath. It's way too strong man, waaaay too strong.


