Update - January 23, 2012

lemming

lemming

The Hotshot

Join Date: May 2006

Honolulu

International District [id???]

Assassin

* Fox Fangs (PvP): reduced bonus damage to 10…25.
* Leaping Mantis Sting: reduced bonus damage to 5…15.

Dervish

* Crippling Victory: increased adrenaline cost to 6; removed Cripple from AoE component.
* Onslaught (PvP): removed 25% movement-speed increase.
* Twin Moon Sweep (PvP): reduced damage by 25%.
* Wearying Strike: increase adrenaline cost to 6.

Elementalist

* Blinding Flash: increased recharge to 8 seconds.
* Glyph of Sacrifice: added the following functionality: “Ends prematurely if you use a non-spell skill.”
* Obsidian Flame (PvP): split for PvP; reduced damage to 22…92.

Monk

* Shield Guardian: reduced cost to 5 Energy; increased casting time to 1.5 seconds.
* Spirit Bond: reduced healing threshold to 50 damage; reduced healing to 30…90.
* Spirit Bond (PvP): reduced healing threshold to 50 damage; reduced healing to 30…90.

Paragon

* Wild Throw: added the following functionality: “All of your non-spear attack skills are disabled for 3 seconds”

Ranger


* Melandru’s Shot: reduced recharge to 8 seconds.

Warrior


* Enraged Smash (PvP): split for PvP; increased recharge to 10 seconds.
* Yeti Smash: removed 1 second activation; reduced adrenaline cost to 6.

Bristlebane

Bristlebane

Desert Nomad

Join Date: Jan 2008

Mo/

Quote:
* Spirit Bond: reduced healing threshold to 50 damage; reduced healing to 30…90.
* Spirit Bond (PvP): reduced healing threshold to 50 damage; reduced healing to 30…90.
edit: Ok at first I thought they looked identical and wondered why still split, but turned out they have different recharge. I blame time, 3.15am and time to sleep

Zylo16

Zylo16

Krytan Explorer

Join Date: Jan 2012

Mo/E

Did this update cause anyone else's Guild Wars clients to stop working? Now mine won't load.

Elnino

Elnino

Wilds Pathfinder

Join Date: May 2008

In a house

Proof Of A Nets Laziness[HB]

A/W

Quote:
Originally Posted by Bristlebane View Post
Ah so they did reduce both the PvE and PvP version. In the preview only PvP-version was mentioned. Now here's the 1 million ecto question:
What's the difference between the PvE and PvP version now, and why ain't they merged?
The preview was corrected and added that the change would affect both pve and pvp. The pvp version has a higher recharge.

Essence Snow

Essence Snow

Unbridled Enthusiasm!

Join Date: Nov 2009

EST

DPR

Quote:
Originally Posted by Bristlebane View Post
Ah so they did reduce both the PvE and PvP version. In the preview only PvP-version was mentioned. Now here's the 1 million ecto question:
What's the difference between the PvE and PvP version now, and why ain't they merged?
recharge on the pve version is 2 seconds while on the pvp version it is 5

ninja'd ^^

Bristlebane

Bristlebane

Desert Nomad

Join Date: Jan 2008

Mo/

Alright, 3.15am and time to sleep. Should teach me to comment on skills this late lol.
Edited my original post. Winner can claim their 1 million ecto here, tell them Bristlebane sent you

Kunder

Desert Nomad

Join Date: Nov 2010

50 damage limit in PvE means that the average caster wanding probably activates it now. Probably works for decent healing under SY.

Other things have all been discussed in the preview thread, not much more to add. Still don't like the Wild Throw change, a warrior carrying a spear to throw before engaging in melee combat was historically a very often used combination, and mechanically it seems heavy-handed.

Swingline

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

W/

The warrior needs to have some of his stance removals changed then. Wild Blow should not remove adrenaline.

Relyk

Lion's Arch Merchant

Join Date: Feb 2008

W/

500/smite should be much easier on players now.

Hephaestus Ram

Lion's Arch Merchant

Join Date: Jun 2005

None

W/E

Quote:
Originally Posted by Zylo16 View Post
Did this update cause anyone else's Guild Wars clients to stop working? Now mine won't load.


You might have to right click and "run as administrator" if you're set up
to keep programs from changing executable files.

lemming

lemming

The Hotshot

Join Date: May 2006

Honolulu

International District [id???]

Quote:
Originally Posted by Swingline View Post
The warrior needs to have some of his stance removals changed then. Wild Blow should not remove adrenaline.
or hammer warriors could do stuff other than hit monks exclusively

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

The "Not bad" meme came to my mind for some reason.

Look at that. I may actually start considering Shield Guardian and Spirit bond for my monk and hero monk builds now.

Quote:
Originally Posted by Swingline View Post
The warrior needs to have some of his stance removals changed then. Wild Blow should not remove adrenaline.
I think it should, but not all adrenaline. I liked the change to exhaustion, it allowed better fine-tune of the effect. Maybe something like that could be done, replacing "Lose all adrenaline" effects with effects like, for example "Lose X strikes of adrenaline" or "Lose X% adrenaline".
I know how fast can warriors get adrenaline up again, but I still dislike absolute effects like that. They tend to break the flow, making things too much "all or nothing".

Lanier

Lanier

Desert Nomad

Join Date: Jan 2010

[Pink]

P/

Quote:
Originally Posted by Kunder View Post
a warrior carrying a spear to throw before engaging in melee combat was historically a very often used combination,
In most situations like this, the spear was thrown before battle commenced. Wild throw, since it costs adrenaline, can not be used in this manner. Therefore, the historical arguement doesnt really work for this skill.

That said, I remember once using a build on my warrior in PvE where I would go /p and start each battle with a Spear of Fury + some condition skill (maybe a find their weakness with moderate command spec?). It was kind of fun to roleplay with the whole "realistically using a javelin" bit, and it wasn't totally useless since I started each battle with a good chunk of adrenaline.

Swingline

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

W/

Quote:
Originally Posted by lemming View Post
or hammer warriors could do stuff other than hit monks exclusively
lolwut?

Hammer Warriors do other things besides hit the monk. The good Warrior will put pressure on others then switch for the KD chain and spike and the monk will know when the Warrior is coming for the spike. The problem with Warriors is and always has been a lack of self profession support to remove blind and the lack of decent stance removal.

Wild Blow needs to change to Strength with a less than five fail component. Then it needs to remove the adrenaline loss. The skill already has a 8 second recharge. Most of the time if someone pops a stance in PvP they are invincible to melee. There should be better options for the Warrior to remove it. He is the master of stances after all.

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

I just checked crippling victory. The cripple mechanic is now tied to the "on hit" so it no longer cripples on a miss/block. A good thing.

For some reason it just now hit me. Spirit bond now triggers on regular axe crits. At 14 axe 60 armor a crit was 59 damage, just under spirit bond range.

IrishX

Frost Gate Guardian

Join Date: Jan 2008

W/

Does anyone actually have 60 AR anymore, though?

Slowpokeking

Lion's Arch Merchant

Join Date: Jan 2011

Skills balance only? When will we get WoC's last part?

Elnino

Elnino

Wilds Pathfinder

Join Date: May 2008

In a house

Proof Of A Nets Laziness[HB]

A/W

Quote:
Originally Posted by Swingline View Post
lolwut?

Hammer Warriors do other things besides hit the monk. The good Warrior will put pressure on others then switch for the KD chain and spike and the monk will know when the Warrior is coming for the spike. The problem with Warriors is and always has been a lack of self profession support to remove blind and the lack of decent stance removal.

Wild Blow needs to change to Strength with a less than five fail component. Then it needs to remove the adrenaline loss. The skill already has a 8 second recharge. Most of the time if someone pops a stance in PvP they are invincible to melee. There should be better options for the Warrior to remove it. He is the master of stances after all.
A good warrior won't make it known when a spike's coming. Also, Forceful Blow.

Pew

Pew

Academy Page

Join Date: Jul 2011

R/

Quote:
Originally Posted by Swingline View Post
lolwut?

Hammer Warriors do other things besides hit the monk.
Wild Throw meant that they didn't have to.

Swingline

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

W/

Quote:
Originally Posted by Elnino View Post
A good warrior won't make it known when a spike's coming. Also, Forceful Blow.
Most monks bring two forms of defense which is usually a mix of Bonetti's, B Stance and Shield Bash. If used properly a monk will always have one ready for a spike and even a good warriors spike can be spotted by a smart enough monk.

I see your Forceful blow and raise you a Protector's Defense.

Quote:
Originally Posted by Pew View Post
Wild Throw meant that they didn't have to.
There had to be a solution to the monk stance problem and even then they can bring protector's defense and shield bash.

Veldan

Veldan

Academy Page

Join Date: Nov 2010

R/D

Quote:
Originally Posted by Swingline View Post
Wild Blow needs to change to Strength with a less than five fail component. Then it needs to remove the adrenaline loss. The skill already has a 8 second recharge. Most of the time if someone pops a stance in PvP they are invincible to melee. There should be better options for the Warrior to remove it. He is the master of stances after all.
Wild blow needs to stay as it is. It's a great skill, being unblockable stance removal that always crits.

Besides, if warriors could remove stances like that and have all their adrenaline, there would be no protection possible vs warriors. They would just remove it, and spike you right after.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by Veldan View Post
Wild blow needs to stay as it is. It's a great skill, being unblockable stance removal that always crits.

Besides, if warriors could remove stances like that and have all their adrenaline, there would be no protection possible vs warriors. They would just remove it, and spike you right after.
Great skill? It is okay skill which was usefull on dervish before they got adrenalined (and marginally on sins).

There is no use-case for it:

Remove stance and then what ... build up adrenaline and spike after that? That is laughable - stance would recharge by time you regained adrenaline.

Or use it as finisher after spike? Yeah, right ...

Crit itself is not worth adrenal cost either, neither is unblockablity.

You might make it work on WE warrior, but why would you want to... Or you can slot it on some caster to help out with melee spike, but that one can as easily be done with wild throw nowadays. Or maybe on sin ... but they kinda have decent-ish stance removal already.

Veldan

Veldan

Academy Page

Join Date: Nov 2010

R/D

Quote:
Originally Posted by zwei2stein View Post
Remove stance and then what ... build up adrenaline and spike after that?
And this is where many people forget something important: PvP is not 1v1. If you remove a block stance, that other warrior can suddenly also hit the monk again. That's why wild blow has always had its uses.

Also, no adrenaline doesn't mean you can't attack, there's always power strike / bulls strike. It just means you can't make your most powerful combo, which is exactly how it should be, in my opinion. And it seems like Anet shares that opinion.

papryk

Jungle Guide

Join Date: Feb 2006

Nancy

The Autonomy[?????????]

I bet that ppl will now start to use Forceful Blow

Fluffy Kittens

Guest

Join Date: Dec 2009

boring bbways and op balas will be back.. sigh (talking about HA)

Skyy High

Skyy High

Furnace Stoker

Join Date: May 2006

R/

Quote:
Originally Posted by IrishX View Post
Does anyone actually have 60 AR anymore, though?
My thought exactly.

Xsiriss

Xsiriss

Jungle Guide

Join Date: May 2008

Quote:
Originally Posted by Veldan View Post
And this is where many people forget something important: PvP is not 1v1.
Warriors are countered the hardest by stances, dervish have higher attack speeds and more utility skill aside from attacks and the obviously it counters the niche of warriors KD'ing. Often warriors pressure people alone for just that, pressure rather than focusing. Removing stances is important and there isn't a reliable way of doing so without massive down sides (both grapple and wild blow), and this is meant to be the warrior's niche. It's a lot easier to do as suggested and move it to wild blow to strength and make it fail without investment than to keep hitting stances.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by Veldan View Post
And this is where many people forget something important: PvP is not 1v1. If you remove a block stance, that other warrior can suddenly also hit the monk again. That's why wild blow has always had its uses.

Also, no adrenaline doesn't mean you can't attack, there's always power strike / bulls strike. It just means you can't make your most powerful combo, which is exactly how it should be, in my opinion. And it seems like Anet shares that opinion.
"Wasting" one character to allow another do his job is not teamwork.

You can argue that someone can take it off-spec (casters/ranger), but that requires positioning that can be luxury. But theese offspec helpers are much better off with Wild Throw even after recent change.

As for power Attack & co: in order for warrior to function well enough to be worth party slot with energy attacks, you need to have bar dedicated to it and you need to waste elite skill on it (Warrior's Endurance). Or you can get alternative source of adrenaline (Rage of the Ntouka).

I do agree that warriors do not need easy to use stance removal, my main disagreement is that you called what they have Great Skill (which is way too flattering description, "Okay Skill" is being generous. And there is nothing wrong with okay skill...)

It is too similar to Glyph of Sacrifice / Glyph of Essence - really interesting functionality in theory, but which costs too much to use.

Essence Snow

Essence Snow

Unbridled Enthusiasm!

Join Date: Nov 2009

EST

DPR

Quote:
Originally Posted by Xsiriss View Post
Warriors are countered the hardest by stances, dervish have higher attack speeds and more utility skill aside from attacks and the obviously it counters the niche of warriors KD'ing. Often warriors pressure people alone for just that, pressure rather than focusing. Removing stances is important and there isn't a reliable way of doing so without massive down sides (both grapple and wild blow), and this is meant to be the warrior's niche. It's a lot easier to do as suggested and move it to wild blow to strength and make it fail without investment than to keep hitting stances.
As long as it is split for pve/pvp. There are several instances in pve (shiro namely) where stance removal comes in great handy. Changin all the stance removal skills in the game would have a negative effect on those not playing with said skills primary proffession.

Coast

Coast

Furnace Stoker

Join Date: Jul 2006

Belgium

Whats Going On [sup]

Mo/

Only wild throw could be considered an issue cause it was ranged and had no downside, imo it even was worth an elite spot.

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

Quote:
Originally Posted by Skyy High View Post
My thought exactly.
People are caught in 40/40 sets more often than they would like to admit. My point was that the spirit bond change is (well assuming axe warriors come back) a fundamental change in warrioring vs spirit bond. As previously there was no way an auto attacking axe warrior was going to trigger spirit bond and now it is a possibility. I'm not saying anyone should run lower armor to trigger spirit bond, but getting caught in 40/40 is more of a possibility than many would let on.

Swingline

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

W/

Quote:
Originally Posted by Reverend Dr View Post
People are caught in 40/40 sets more often than they would like to admit. My point was that the spirit bond change is (well assuming axe warriors come back) a fundamental change in warrioring vs spirit bond. As previously there was no way an auto attacking axe warrior was going to trigger spirit bond and now it is a possibility. I'm not saying anyone should run lower armor to trigger spirit bond, but getting caught in 40/40 is more of a possibility than many would let on.
It happens all the time. Players want to win but not everyone is obsessed with this e-sport fad. It takes time to switch weapon sets and sometimes I miss it by a mere 1/10th of a second. I welcome the new Spirit Bond.

floor

Lion's Arch Merchant

Join Date: Mar 2008

England

Activity Can Be An Issue [afk] / Queen And Country [QC]

Mo/W

I guess there is an argument that the Wild Throw Nerf could possibly be a bad thing from the point of view of RA, but then nobody really tries to balance the game around RA alone.

From an 8v8 perspective i dont see it being a problem, just run whirling axe on another melee and co-ordinate with ur hammer? In a team setting where you can choose ur team composition there are always ways of getting the job done, and if it requires more thought than just brainlessly prot camping then thats great

lemming

lemming

The Hotshot

Join Date: May 2006

Honolulu

International District [id???]

Quote:
Originally Posted by Swingline View Post
It happens all the time. Players want to win but not everyone is obsessed with this e-sport fad. It takes time to switch weapon sets and sometimes I miss it by a mere 1/10th of a second. I welcome the new Spirit Bond.
yeah those goddamn tryhards

Quote:
Originally Posted by floor View Post
From an 8v8 perspective i dont see it being a problem, just run whirling axe on another melee and co-ordinate with ur hammer? In a team setting where you can choose ur team composition there are always ways of getting the job done, and if it requires more thought than just brainlessly prot camping then thats great
I don't think it's necessarily a bad thing; it's definitely a bit weird that it took them more than three years to acknowledge that Wild Throw on hammer warriors is something that might be worth toning down, though.

KotCR

Lion's Arch Merchant

Join Date: Jul 2008

[DVDF]

P/

Quote:
Originally Posted by Essence Snow View Post
There are several instances in pve (shiro namely) where stance removal comes in great handy.
Yeah, but I really can't see it being an issue in PvE anyway. I mean, there's no harm whatsoever in bringing a Warrior's Endurance Warrior hero with Wild Blow there (remember, in PvE Warrior's Endurance is a skill not a stance so can still be stacked with IaS and stuff still), or a Paragon with Wild Throw (disabled and micro'd for Battle Scars) instead to deal with him.

Heck, you could just throw it on any of your caster heroes there to be fair, and just have them use it without difficulty.

I wouldn't object to a Strength-linked Wild Blow with less downside for PvE only though at all.

Martin Alvito

Martin Alvito

Older Than God (1)

Join Date: Aug 2006

Clan Dethryche [dth]

Quote:
Originally Posted by lemming View Post
I don't think it's necessarily a bad thing; it's definitely a bit weird that it took them more than three years to acknowledge that Wild Throw on hammer warriors is something that might be worth toning down, though.
Which in turn implies that the game should not be balanced around stances that never should have been buffed in the first place.

Or, to put it another way: when everyone universally runs the same secondary for a given class (especially when it's a critical class like Mo), you have a problem. Mo/N OoB apparently wasn't fine, and neither was Mo/Me Mantra/PDrain, nor Mo/A Return/Dark Escape...but Mo/W is?

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by Martin Alvito View Post
Which in turn implies that the game should not be balanced around stances that never should have been buffed in the first place.

Or, to put it another way: when everyone universally runs the same secondary for a given class (especially when it's a critical class like Mo), you have a problem. Mo/N OoB apparently wasn't fine, and neither was Mo/Me Mantra/PDrain, nor Mo/A Return/Dark Escape...but Mo/W is?
Don't forget Mo/E with GoLE. We've been going through secondaries constantly.

Mo/R Melandru's Resilience next?

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Quote:
Originally Posted by Martin Alvito View Post
Which in turn implies that the game should not be balanced around stances that never should have been buffed in the first place.

Or, to put it another way: when everyone universally runs the same secondary for a given class (especially when it's a critical class like Mo), you have a problem. Mo/N OoB apparently wasn't fine, and neither was Mo/Me Mantra/PDrain, nor Mo/A Return/Dark Escape...but Mo/W is?
These are all used today, still. The /W stances are dominant and clearly the best, but there is variety. Shield of Force is abused on every caster, really, and Shield Bash is stronger, as it doesn't require any investment. It's the definition of a PvE skill!

I don't think stances are overpowered, though, because if you don't have stances, you just have more reliance on blind. No blind or cripple=you'll get pressured out. But then you just start running more prots. Prots are good; Guardian will see use again and Spirit Bond is looking nice at the moment. I think Shield Bash needs a nerf, and Mirage Cloak. Monking would be much more fun and involved if it wasn't just about redbarring, but players being good at kiting, crippling, blinding and Guardian placement. Dolyak Signet is fine because a monk self-snaring itself is hilarious.

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

I still see monks with R, E, and A secondaries, and they work very well in a lot of situations. Mo/W isnt always the best chioice if an individual player is able to manage redbarring and keeping their team alive better with other secondary skill.

I always thougt that wild strike was the best stance removal in the game and always use it with golden fox strike when playing a sin in RA. Stances get removed with no difficulty.

Even if you bring stance removal, a monk could just use Guardian. TBH melee damage and particularly KD warriors can easilly shut down and kill a monk without any counters, and thats why we have and need block and blind skills.

The new spirit bond looks great, but its still 10e, if you have a semi capable e denial mesmer on your group, enemy monks should never be able to remain on 10e, they wouldbe stuck at 0 and needing to spam WoH as soon as they hit 5 energy (easy diversion for a slightly more capable mesmer).

Monks have the hardest time in PVP, so many people run anti monk shut down builds, and so many incompetent players always attack monks first instead of disabling / killing the enemy monk killer first.

floor

Lion's Arch Merchant

Join Date: Mar 2008

England

Activity Can Be An Issue [afk] / Queen And Country [QC]

Mo/W

Quote:
Originally Posted by bhavv View Post
if you have a semi capable e denial mesmer on your group, enemy monks should never be able to remain on 10e, they wouldbe stuck at 0 and needing to spam WoH as soon as they hit 5 energy (easy diversion for a slightly more capable mesmer).
or of course the monk could just hide his energy so the Mesmer cant drain it? sit on his -5 energy set, shifting up to cast and switching back after. not rocket science although admittedly most RA monks still didn't catch on to this concept.