Preview of upcoming skill balances

2 pages Page 2
MisterB
MisterB
Furnace Stoker
#21
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.
K
Killed u man
Forge Runner
#22
I like every skill change, except for Wild Throw. Monks (and other casters) abusing warrior stances is what's broken, not Warriors removing them.

Shit like balanced stance, disciplined, dark escape, smoke powder shouldn't even exist in it's current state.
Shaz
Shaz
Krytan Explorer
#23
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."
G
Galderyn
Ascalonian Squire
#24
I think some people understood "every skill which is not a spear attack will be disable", instead of "every attack skill not related to spear will be disable".
Ugh
Ugh
Krytan Explorer
#25
Quote:
Originally Posted by Shaz View Post
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."
Yeah, all it could hurt are R/P builds with pet attacks, and I don't think those generally have wild throw anyway.
x
xDusT II
Wilds Pathfinder
#26
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?
Swingline
Swingline
Forge Runner
#27
Quote:
Originally Posted by Shayne Hawke View Post
I don't know that it matters much to anyone, but I hope that there's not going to be any big complaints from the PvE community on the changes to Glyph of Sacrifice.
It wont affect PvE much because ppl just use MS right after glyph.
Lanier
Lanier
Desert Nomad
#28
Quote:
Originally Posted by Shaz View Post
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."
It was different earlier. Earlier, the skill read that all skills except your spear attack skills would be disabled for 3 sec (thus resulting in recharges to shouts, utility skills, etc.). I see two edits today to that wiki page from Stephane, so the skill preview must have changed it since I first posted.
K
KotCR
Lion's Arch Merchant
#29
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?
Swingline
Swingline
Forge Runner
#30
Quote:
Originally Posted by xDusT II View Post
... powerblock...
Why is this skill not on the list and for that matter why are there no Mesmer balances?
Horace Slughorn
Horace Slughorn
Wilds Pathfinder
#31
can someone enlighten me... what is this referring to:

Quote:
Glyph of Sacrifice is being changed to remove a skill combination that was providing too much compressed damage in conjunction with spear attack
Elnino
Elnino
Wilds Pathfinder
#32
All I can say is: FINALLY! Thanks Anet

Quote:
Originally Posted by Horace Slughorn View Post
can someone enlighten me... what is this referring to:
It's referring to EP Spike. It allowed wearying spear + a big damage skill to hit at the same time.
Swingline
Swingline
Forge Runner
#34
That is a very retarded but great combo. Glad they fixed it.
K
Kunder
Desert Nomad
#35
One has to be impressed that the combo went so long before people started exploiting it though. Obviously the meta game still goes on in some form.
bhavv
bhavv
Furnace Stoker
#36
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.
J
Joe Odious
Pre-Searing Cadet
#37
You don't want to buff stuff in this game. Buffing is what caused all the problems.
Swingline
Swingline
Forge Runner
#38
Quote:
Originally Posted by bhavv View Post
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 nerf was to discourage obby spike with SS. Sure you can boost it to 20 earth magic, but SS won't be on that bar.
bhavv
bhavv
Furnace Stoker
#39
Obby Flame + Stone Sheath you mean?

I kind of imagined Spiteful Spirit there for a minute
F
Fluffy Kittens
Guest
#40
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.