Balance on the Horizon.

icemonkey

icemonkey

Lion's Arch Merchant

Join Date: Dec 2005

i hate to break it to you but for the rest of the game hoh will always be either a spike/balanced/pressure/degen build.........you have to do damage to kill the other team and those are the tactics to do damage. theres no such thing as a "stance" build or whatever cuz stances dont really do damage.

Also for orders theres no reason to nerf other than make the range SLIGHTLY smaller. To change it to in the area is nonsense that would make the skill go from usefull to never ever ever used again. You dont want yer necro to spend energy and life on a skill you have to be on the front lines for that only lasts 5 seconds. But being able to use is basically anywhere on the map and it affects everyone is abused

dual shot? wtf go home theres nothing wrong with this skill stop crying about losing to ranger spike

gale? yeah its real affective whats the problem? Yeah with three gale warriors you can do a knockdown chain but thats the point when one player being on the ground for 6-9 seconds means the game in the GWWC thats not a broken skill thats a close hard fought game that came down to a razors edge of advantage.

crip shot should be tied to a skill but hey it is an elite it should be great

blackout is slightly abused as being a skill not a spell but its not broken

anyways i vote for more buffs than nerfs. Too many skills are worthless vs the skills that are effective in many situations. The idea here is versatility, thats why these skills are good they are effective in many situations unlike stupid skills like oh i dunno point blank shot, ignorance, heal area, AND MANY MORE

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

Here are my predictions:

Orders will work I'm guessing, on party members in the mini-map area. At the moment there isn't (as far as I can tell) a range limit on it. I can't see them "nerfing" it more than that because it will render the skills useless. Also with the running around done in pvp to avoid attacks etc, I would hate to have the responsibility of programming it to work for all "nearby" allies only. Can you imagine the flickering of the enchant as the necro comes in and out of range???

IWAY will work only on team members.

SS I'm imagining might get a longer recharge time.

Crippling Shot will gain a longer recharge and become linked, somehow, with its attribute.

I can't see them nerfing PS because any nerf will make it completely useless. I also can't seem them nerfing EP as it has already been through one nerf already - though they might, might increase the recharge time.

konohamaru heaven

konohamaru heaven

Lion's Arch Merchant

Join Date: Aug 2005

Some where in Cantha beyond the Petrified Forest and the Jade Sea

The Amazon Basin

Quote:
Originally Posted by Lady Lozza
Here are my predictions:

Orders will work I'm guessing, on party members in the mini-map area. At the moment there isn't (as far as I can tell) a range limit on it. I can't see them "nerfing" it more than that because it will render the skills useless. Also with the running around done in pvp to avoid attacks etc, I would hate to have the responsibility of programming it to work for all "nearby" allies only. Can you imagine the flickering of the enchant as the necro comes in and out of range???

IWAY will work only on team members.

SS I'm imagining might get a longer recharge time.

Crippling Shot will gain a longer recharge and become linked, somehow, with its attribute.

I can't see them nerfing PS because any nerf will make it completely useless. I also can't seem them nerfing EP as it has already been through one nerf already - though they might, might increase the recharge time.
Orders are the size of the compass.

Mysterial

Mysterial

Wilds Pathfinder

Join Date: Aug 2005

Servants of Fortuna

E/Me

Quote:
Originally Posted by Phades
Changing the energy cost to 10 is pretty meaningless as the skills exhaust out 10 on every cast. If they do cast it at a 5e situation, then they are energy locked for awhile and cant do other things like frenzy or sprint for instance. To fix gale, its fail mechanic really needs to be linked to energy storage. It takes it out of the hands of everyone but elementalist primaries. Otherwise you are making alot of halfmeasures that do not really affect the professions that are able to abuse it.
You aren't understanding how it's being used. The reason it's overpowered on warriors is because they max out their exhaustion on it, and a) they can cast it again every 15 seconds due to exhaustion capping on 0 and Gale only requiring 5 energy, and b) if they actually need to use an energy skill, they switch to an air focus, use it, then switch back (which is why they run 9 air magic). Increasing the cost to 10 energy breaks that tactic, because they'll be forced to wait the full 30 seconds between uses.

Quote:
Its because warrior damage is strong and having alot of sources is hard to stop. Combine that with a limitless time boost due to dead allies and you have a broken skill. It is a gimmic and it can be overcome, but most other "broken" skills could be beaten alot easier than iway. The old style ether renewal was one of them. The skill isnt so bad in very small formats, like 4v4, but when you talk about faction battles being between larger scale alliances, this skill will have to get nipped in the bud. Probably what will happen with this skill is that the time frame will become variable based on attribute level instead of number of dead allies.
Your point is valid about warriors in general, but has little to do with IWAY. They could get the attack speed boost from other skills if they had to and they get as much health regen from Order of the Vampire as they do from IWAY. Nerfing Resurrection Signet is far more important, because IWAY is the only build where they have 7 party members equally able to use it, while the typical tombs build has at most 5. Additionally, since they have little healing Res Signet's health restoration getting nerfed would hit them harder than everybody else.

Mercury Angel

Mercury Angel

Avatar of Gwen

Join Date: Apr 2005

Wandering my own road.

Quote:
Originally Posted by twicky_kid
Lower the recharge on Drain Energy and tap. I know they had to be destroyed to get people away from them completely but I think they time is right for them to come back. Its pretty sad when drain enchantment is SOOO much better and its not even an elite. Mes e denial is pretty much dead from the inspiration line. Doesn't matter if it did return a ranger is still far better at it using the domination line.
Yes, this was my complaint on Anet's heavy handed nerf policy, wherein they hurt multiple aspects of a skill or skill set all at once. They hit Energy Drain and Energy Tap on their effectiveness as energy denial AND energy management in 2 strokes. If they have to drop the energy loss even more and up the energy gain to 3 energy per point lost to get the times back to 20, it'd be usable again as energy management, which is the only reason I've ever really wanted it =\
If denying people energy was my slice of cake, I'd run Debilitating Shot.

coleslawdressin

Krytan Explorer

Join Date: May 2005

Victory on Demand [VoD]

Me/Mo

Quote:
Originally Posted by Resin
Spiteful Spirit? How is that skill overpowered?
he is an iway nub

sorry just skimmed the thread

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

Quote:
Originally Posted by konohamaru heaven
Orders are the size of the compass.
That being the case I can't see why they would nerf them too much. The only other reasonable alternative would be "nearby allies when skill is cast" otherwise the skill will be useless. And if they are going to nerf this, they may as well nerf ward againts elements because it works the same way.

Lets Get to Healing

Banned

Join Date: Dec 2005

You want see?

True Gods of War [True]

Mo/W

Has anyone mentioned a major need on buffing everyones favorite elite: Peace and Harmony?

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Res sig is naturally balanced by DP. No need to change it at all. If you can kill a target at 100-110% boost you should be able to do it again with -15 DP. Yes they res at full life but, now he is even easier to kill. Kill again now the guy is at 30. Rinse repeat. Res sigs can be used up very quickly when killing the same target over and over.

Edge is much too insane to ignore but I'm not going to complain about anything tha gets changed.

We still have not seen skills for chapter 2. The balance will be for chapter 2 so there will most likely be a lot of greifs but that's with any change.

Lets Get to Healing

Banned

Join Date: Dec 2005

You want see?

True Gods of War [True]

Mo/W

lol i thought changing rez sig was a joke. . . .

Change the good old sig! NAHHH It can only be used once unless u kill a boss . . . . U guys should be punished!

Mysterial

Mysterial

Wilds Pathfinder

Join Date: Aug 2005

Servants of Fortuna

E/Me

Quote:
Originally Posted by Mercury Angel
Yes, this was my complaint on Anet's heavy handed nerf policy, wherein they hurt multiple aspects of a skill or skill set all at once. They hit Energy Drain and Energy Tap on their effectiveness as energy denial AND energy management in 2 strokes. If they have to drop the energy loss even more and up the energy gain to 3 energy per point lost to get the times back to 20, it'd be usable again as energy management, which is the only reason I've ever really wanted it =\
If denying people energy was my slice of cake, I'd run Debilitating Shot.
You don't want Energy Drain to be used as energy management for anyone not Mesmer primary, or you're going to get what we had months ago where everyone who could spare it was tacking it on because why take a normal energy management elite if you can take one that destroys the enemy's energy too? That said, it could be (carefully) buffed a little without hurting anything.

EDIT:

Quote:
Originally Posted by twicky_kid
Res sig is naturally balanced by DP. No need to change it at all. If you can kill a target at 100-110% boost you should be able to do it again with -15 DP.
Sure, you can kill him again. They're also killing you. And all too often, the winner is decided by who gets off the most res sigs. This is especially prevalent in the arenas and against IWAY, but it's a general problem. When a skill is so important you have half your team or more running it, it's overpowered. They need to nerf res sig (I'd say 50% health is fine), then buff the 'hard' resurrection spells so that they're worth using.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Mysterial
You aren't understanding how it's being used. The reason it's overpowered on warriors is because they max out their exhaustion on it, and a) they can cast it again every 15 seconds due to exhaustion capping on 0 and Gale only requiring 5 energy, and b) if they actually need to use an energy skill, they switch to an air focus, use it, then switch back (which is why they run 9 air magic). Increasing the cost to 10 energy breaks that tactic, because they'll be forced to wait the full 30 seconds between uses.
That doesnt really matter, they can still focus swap to work around that anyway.



Quote:
Originally Posted by Mysterial
Your point is valid about warriors in general, but has little to do with IWAY. They could get the attack speed boost from other skills if they had to and they get as much health regen from Order of the Vampire as they do from IWAY. Nerfing Resurrection Signet is far more important, because IWAY is the only build where they have 7 party members equally able to use it, while the typical tombs build has at most 5. Additionally, since they have little healing Res Signet's health restoration getting nerfed would hit them harder than everybody else.
Expand the battle to include 16 or more "allies" per side. This doesn't neccacarially mean pets either. That is where it becomes a scaling issue for IWAY. Chapter 2 will have larger battles using those alliances. Having it be able to potentially be active for a few minutes per activiation is a design oversight and is imbalanced in comparison to all other IAS skills. This is also ignoring the inherent health regeneration associated with it.

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

IMHO P&H does not need buffing. It is fine the way it is. Players may complain that it is generally not useful in the arena but buffing every skill that isn't useful in the arena would be a LOT of work. P&H works fine in pve. If, like in the arena, you need better management than that you get a BR/BiP necro, or use OoB/MoR.

mattjones527

mattjones527

Lion's Arch Merchant

Join Date: Oct 2005

Quote:
Originally Posted by Lets Get to Healing
Has anyone mentioned a major need on buffing everyones favorite elite: Peace and Harmony?
Its funny how every one claims P&H is so underpowered. In pve it can be very useful. With high enough DF you can easily keep P&H on yourself and another monk. With an enchanting mod and blessed aura I think it is even be possible to sustain it on yourself and two other monks. Casting it on yourself alone its not very efficent, it becomes efficent when more people benefit from it. I'm not 100% sure but ive heard the OoB is roughly equivalent to 3 pips of regen. So in a sense P&H is balanced as it is, it even encourges team play in my opinion. However I'm all for this skill being buffed It would be nice to have a good monk energy management skill.

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

Monks typically get around 15 nrg for OoB and the skill has a recharge of 15. I don't know what the equiv. is in regen though.
With echo you could keep P&H on 3 monks. As for monks gettting decent management skills, they already have some essence bond, b. spirit, their skills cost a lot less than the skills of other professions and they do extra healing with DF. If all of the sudden a monk was able to spam heal party for the 10 minutes hoh battles took place balanace would well and truly go out the window. Players already rely a lot on only one profession when the skills already exist from others. Mo/Me, Mo/N - both these combinations give you excellent management skills. Furthermore the game is suppose to be a team effort, take out the need for a battery and all of the sudden those skills become useless.

tafy69

Wilds Pathfinder

Join Date: Sep 2005

N/Me

They will Definately do something about Orders, I dont think it was Anets plans to have 50% of the necros in PvP to be order necros.

Builds to be nerfed :

IWAY
Ranger Spike
Surge

Skills:

Energy Surge and Burn - Make it burn half the energy for double the damage per energy gone.
IWAY - Cap the time its active for ~10-15 Seconds
Cripling Shot - Make it so it can be blocked, or a 4 second recharge or something
Distortion - 5-1 or 4-1 Energy loss

Buffs:

Eles in general
lots of underused or unused skills for all classes


These are my guesses atleast

BigTru

BigTru

Jungle Guide

Join Date: May 2005

Distortion and Orders are the only ones I see really warranting a nerf. Mabey Gale.

dargon

Furnace Stoker

Join Date: May 2005

The Seraphim Knights [TSK]

R/

just rememeber guys, the playing field is going to change dramatically once factions is released. So, what you think needs nerfing right now, might not be the same when factions comes out later this spring.

lishi

Forge Runner

Join Date: Jul 2005

after some though i reached this conclusion.

i dont care what they will nerf or buff.
i hope the change is big so we will see some new variety.

if something is not balaced there is always time to nerf it

Clusmas

Clusmas

Frost Gate Guardian

Join Date: Jul 2005

Brisbane, Australia

n/a

Gale: Just boost the 50% failure chance to 7 or less instead of 4 or less.

Lampshade

Lampshade

Wilds Pathfinder

Join Date: Jun 2005

USA

Xen of Onslaught

Too bad most gale warriors run 9 Air Magic

PicardSunstar

Frost Gate Guardian

Join Date: Jul 2005

Balthazars Aura should be put back to where it was before it got nerfed. Before you flame the me for my opinion read what im saying. One of the major reasons it was nerf (other than smites in tombs) it was used for solo farming, and with that wonderful AoE nerf (PSST Balths Aura is AoE), it could be un-nerfed, not more damage, but the cast time on it.

and now you can flame me for my opinion because im a "noob" or w/e you wanna call me.

TheLordOfBlah

TheLordOfBlah

Jungle Guide

Join Date: Jan 2006

California

None

Mo/N

Quote:
Originally Posted by Calin Metallic
1)Gale
2)Spiteful Spirit
3)Ether Prodigy
4)Crippling Shot
5)Distortion
6)IWAY
7)Orders (possibly)
Gale: Probably will up the air req. It is a little overpowered right now.

SS: No, not going to get nerfed. if you see "# (spiteful spirit)" come up on you and you dont have SS on you then MOVE AWAY FROM PEOPLE. If it IS on you, SMITE HEX! Keep in mind the recast is 10 seconds and the energy cost is 15.

Ether Prodigy:No again. I dond find it over powered. When you use it you better have something to eat up all the energy before it ends or you're in deep shit with the damage you will be taking. Exhaustion is also another down side. Its also ELITE

Crippling Shot: EXTREMELY overpowered in PVP. going to clipple them no matter what for a low energy cost. I think they will get rid of "This attack cannot be "blocked" or "evaded"."

Distortion: Little overpowered, more so in PVP. Might increase the energy loss for each evaded attack.

I dont feel the need to go into detail for the last two.

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

----- 15^50[Rare] ---- Alliance: ----- [SMS] -----

Quote:
Originally Posted by Lady Lozza
I can't see them nerfing PS because any nerf will make it completely useless.
Protective Spirit = target other

done works fine in parties



BTW Gale is not the real problem so there is no reason to nerf it.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

15 energy Cripshot, 10 energy exhaustfix Gale, 4...1 Distortion, cooldown on Heal Party, up health sac on Offering.

People asking for a nerf to "I Will Avenge You!" have no clue what they're talking about.

I need to get out of this thread before I get overwhelmed by the stupid.

Peace,
-CxE

TheLordOfBlah

TheLordOfBlah

Jungle Guide

Join Date: Jan 2006

California

None

Mo/N

Why have a cooldown on Heal Party? it costs 15 energy. You cant spam it and it doesnt heal one particular person for that much health anyways.

If by "offering" you mean OoB then no. The recharge time is 15 seconds. Unless Blood magic is on 16, you really only gain 13 energy because it costs 5 energy to cast. Its also ELITE. That means its supposed to be a good spell.

fenix

fenix

Major-General Awesome

Join Date: Aug 2005

Aussie Trolling Crew HQ - Event Organiser and IRC Tiger

Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#

W/

a) You can spam Heal Party easily with Ether Prodigy, as it has a low cast time with good items, and 0 recharge
b) OoB is a low health saccing spell for high energy gain, compared to other energy management skills. It easy is the best, as there is no cast time, quick recharge, and the sacrifice % is barely noticable. It needs more sacrifice because at the moment the gain is much larger than the loss.

The only skill that I have heard personally to be the one most likely changed is I Will Avenge You!, as Gaile mentioned it one time recently in ID1. I don't really care if it is changed or not, I just want to see HA become more of a skill oriented arena, where builds used have a large range in terms of differences, rather than currently there being IWAY and Spiking.

Duly Thankful

Academy Page

Join Date: Aug 2005

As far as I can see, 99% of this thread is taken up by PvP'ers arguing the effects of the skills in arenas. Now (and I am sure you will tell me if I am wrong) I did a check on the GW ladder and a few others and there seems to be a total of around 1000 guilds that are involved to some degree or other in PvP. Assuming each guild has a dedicated core of 50 hardened PvP'ers (unlikely), that gives us a total of 50,000 people. GW sales have passed the million mark, so what are the other 950,000 characters doing? Playing PvE if they are playing at all.

Anet has to consider these people! They make up the bulk of the GW population even if they are the silent majority, and constant nerfs to appease the few who PvP regularly are likely to turn them off the game. If you make suggestions, please look beyond PvP to see what, if any, effects they have on PvE.

P.S.
My own suggestion is for a skill called 'Silence' which prevents anybody from using any form of communication other than 'Team' during missions or PvP. Oh the peace!

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

Manic, here is the issue: most groups run ONE prot monk, not two. Sure this might change, but I can't see that happening. Change it to target other and two player farming teams will form up, and they will be far more invinci, far faster, and I've no doubt have far better dmg output, than the current single player farmers. And this will happen simply because people NEED to farm with a partner. UW and FoW is a challenge for a solo player, but once you know the ropes a pair has no problem with either of these maps.

2 x Mo/N or N/Mo - prot spirit and BR on eachother. One takes SoJ the other tainted or spiteful, or just about any other combo of eiltes around.

TheLordOfBlah

TheLordOfBlah

Jungle Guide

Join Date: Jan 2006

California

None

Mo/N

Quote:
Originally Posted by talon
a) You can spam Heal Party easily with Ether Prodigy, as it has a low cast time with good items, and 0 recharge
That is true however that is only if you are primary elementalist (if you want it to at least be effective). My main point is you cant spam it effectively unless it is accompainied by another skill In this particular you are required to be a primary ele. The healing is also lessened by this because of the lack of divine favor.

Heal Party stays as it is.

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Premise: IWAY is currently overused - not overpowered, overused - to the point where things have devolved into play IWAY or play IWAY-slayer.

Premise: Anet loathes the sort of situation described above. Its preferred weapon for dealing with it: buff/nerf.

Conclusion: most, if not all, buffs/nerfs forthcoming will be dealing with pulling the rug out from under IWAY. Things like Spiteful Spirit, Blackout, Ether Prodigy, and others I've heard of in here on the Nerf Block will most likely be ignored as they have little to do with IWAY. Things like Orders, Gale, Axe skills in general, and IWAY itself will be smacked with the Nerf Stick of Terror, and/or skills which combat IWAY, such as Distortion, will either remain at their curret effectiveness level or be buffed in some way to make up for the flood of dead pets.

Res Sig, which is so hot a topic that no one dares to touch it, does indeed need a bit of help. The thing is a vital skill in Guild Wars - not PvP or PvE, but Guild Wars as a whole - and is also the res skill of choice in anything but a Minion Factory build. Hard resurrects are total garbage compared to good ol' ReSiggy. The bloody Monks carry ReSiggies as opposed to hard resurrects.

Yes, I realize that hard resurrects cannot really be buffed, as a hard res with anything within shouting distance of ReSiggy's efficiency would make for, quite possibly, the most broken skill in the game. This means that ReSiggy must be nerfilized, thus forcing people to try and not die, since coming back from death would actually be semi-difficult. Say, a five-second cast time, or even go for broke and bump it clean up to 8 with all the other Res skills, and perhaps slice off some of the HP. Or at least all the Energy. But really, the 8-second cast time should be universal. If you're bringing someone back at near-full fighting strength, you should at least be forced to take your time doing it.

Ninjutsu Honor Code

Ninjutsu Honor Code

Frost Gate Guardian

Join Date: Jan 2006

Holland

Sidon, Order of Assasins

R/W

Why not nerf SS I'm sure taking damage for whatever you do is slightly overpowered, especially in pvp. I had to fight a group of 2 monks 1 trapper and a SS necro in CA the SS kinda wiped my team and i didnt stand a chance against them so i just keep running in circles avoiding traps not using any skills because of SS and i cant get past 2 monks on my own. They called me a griefer for that well i might have been one but tehy deserved it for that annoying hex but i managed to win the fight by just boring them out of it.

TheLordOfBlah

TheLordOfBlah

Jungle Guide

Join Date: Jan 2006

California

None

Mo/N

Quote:
Originally Posted by LaserLight
Res Sig, which is so hot a topic that no one dares to touch it, does indeed need a bit of help. The thing is a vital skill in Guild Wars - not PvP or PvE, but Guild Wars as a whole - and is also the res skill of choice in anything but a Minion Factory build. Hard resurrects are total garbage compared to good ol' ReSiggy. The bloody Monks carry ReSiggies as opposed to hard resurrects.

Yes, I realize that hard resurrects cannot really be buffed, as a hard res with anything within shouting distance of ReSiggy's efficiency would make for, quite possibly, the most broken skill in the game. This means that ReSiggy must be nerfilized, thus forcing people to try and not die, since coming back from death would actually be semi-difficult. Say, a five-second cast time, or even go for broke and bump it clean up to 8 with all the other Res skills, and perhaps slice off some of the HP. Or at least all the Energy. But really, the 8-second cast time should be universal. If you're bringing someone back at near-full fighting strength, you should at least be forced to take your time doing it.
Res sig is also another skill that does not need to be messed with.

True the cast time is half of all other res skill cast times, but you can only use it once in between every time you kill a boss OR in PVP, only once. Dont forget, they have a death penalty after being resed so they are not as well off as they were before they died..

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

On the contrary. ReSig takes less than half the time to cast as the typical hard res, and will bring you back with every point of 85/70/55/whatever percent your Health is. You may not be quite as well off as before you were killed, but you're also easily able to jump up and immediately engage in combat again. Of the hard res skills only Vengeance and Unyielding Aura allow this capability, and both of those have problems enough of their own.

No, there really shouldn't be a single skill in this game in which matches ranging from simple RA time-killers to World Championships reguarly pivot on. ReSig needs some tweak-work. People see it as a fundamental factor in the game and not just a good skill, which is seriously screwed up.

Not asking for Anet to kill it, just asking for them to bring it back into the realm of Normal instead of Kryptonian.

fenix

fenix

Major-General Awesome

Join Date: Aug 2005

Aussie Trolling Crew HQ - Event Organiser and IRC Tiger

Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#

W/

Res Sig should bring you back to life with more of a % of your energy and health depending on your DP. E.g:

0% DP: 50% Life, 25% energy
15%: 66% Life, 33% energy
30%: 75% Life, 50% energy
45%: 85% Life, 66% energy
60%: 100% Life, 100% energy

This way, people would take more care when they play, and try not to die, but if you were being focused on and being DP'd out, you would get a better benefit. Or something. That or leave it alone :P

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Quote:
Originally Posted by TheLordOfBlah
That is true however that is only if you are primary elementalist (if you want it to at least be effective). My main point is you cant spam it effectively unless it is accompainied by another skill In this particular you are required to be a primary ele. The healing is also lessened by this because of the lack of divine favor.
You have absolutely no clue why Heal Party is good, how it is used, what it's effects on a battle can be, how that distorts the game, or, more generally, you have no concept of what the skill does whatsoever. In mentioning Divine Favor you beg the question of whether or not you've ever actually used the skill.

Your main point is that you can't spam it effectively? Well, that's a fault of your own because I am personally perfectly capable of spamming that skill effectively. There's a gap between effectively and infinitely that's a million miles wide. Pumping out back to back to back to back parties is just about always as effective as you'll need to be. Of course if you need to, just grab a power source and pump them out back to back to back to back until you pass out from boredom. Sure each one isn't as effective but that's irrelevant because you can make it up with volume. You know, no recharge and all.

One guy hanging out in the back with Heal Party singlehandedly destroys degen.

If you honestly feel that the skill is sufficiently limited by energy, and you're concerned about it in non-abusive situations then you shouldn't care about a short recharge at all, because that would have effectively no effect. The problem is that the effectiveness of the skill is only limited by energy, and that's a problem that can be worked around...when you want it, you have infinite Parties, back to back to back to back, and there's nothing anyone can do about it.

Peace,
-CxE

fenix

fenix

Major-General Awesome

Join Date: Aug 2005

Aussie Trolling Crew HQ - Event Organiser and IRC Tiger

Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#

W/

I was going to write the same thing Ensign...just not so detailed and such. Divine Favor has no effect on your teammates with Heal Party, which also applies to Divine Boon (thank god). The Divine Favor heal is used on yourself. True, you cannot spam it forever, but there is no need. It provides quick and easy heals to everyone, for 15 energy. Say your Heal Party is at 50hp. Say Orison is at 60. If you are against a team, lets say degen, and your team are all losing HP, you can try to heal them all with Orison, but that would take 40 energy. In contrast, you could use 1 Heal Party for the same effect, which can be repeated instantly. Which is where the problem lies.

Juicey Shake

Juicey Shake

Jungle Guide

Join Date: Jun 2005

CA

in it for the trimmmm

R/

I miss the old crippling shot :S...

10 en.. or 5, I don't remember, w/ 15 second crippling time... 8 second cooldown ^___^

Was very nice like that, and people made fun of me for using it, but only after I killed them .

Poison Ivy

Poison Ivy

Forge Runner

Join Date: Jan 2006

Toronto

Hopping

Mo/A

Quote:
Originally Posted by Ensign
One guy hanging out in the back with Heal Party singlehandedly destroys degen.
Hanging back as much as you want. You don't even have to move from the spot you spawned. Heal Party has no range limits, which means you can heal your party while your at your base and the other guys are fighting it out near at the flag stand.

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

Actually heal party does have a range limit - the compass.