Originally Posted by Keyote
If you want more than 4 - 6 energy from OoB, you need to let your health regen naturally or you spend it back on the self heal. If you manage to do that in PvP, I'd love to know how.
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Offering Of Blood 20 percent health penalty now(from 10)
Falcon213
Quote:
Manic Smile
Hmm... so being the great PvP player that you are you can never think of the moment when you are being ganked and may need to heal something else but have no energy? That's what the bitching is about, you could do that before...can't really any more.
twicky_kid
Quote:
Originally Posted by Manic Smile
Hmm... so being the great PvP player that you are you can never think of the moment when you are being ganked and may need to heal something else but have no energy? That's what the bitching is about, you could do that before...can't really any more.
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Stategy will now win games 100% of the time. You can dmg through healing and heal party now. Nice to see a change.
Keyote
Quote:
Originally Posted by Falcon213
This is where the good players are separated from the rest. You DON'T heal yourself after using oob. It's dumb. The only time you need to heal yourself is when you're being ganked. And then you don't use oob.
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4v4 IS a monk gankfest. If you're with other monks then the problem with OoB isn't nearly as big an issue.
jimmy_logic
Edrain looks better now... but then its got a longer recharge and its situational on the enemy having the energy there to steal and give back to you.
Manic Smile
Quote:
Originally Posted by twicky_kid
That's the point. You can't hide behind your 2 boon prots and heal party spammer.
Stategy will now win games 100% of the time. You can dmg through healing and heal party now. Nice to see a change. |
Paine
Hi!
I'm just here to complain about the "Offering of Blood" nerf.
Sacrifice 20% of maximum health. You gain 8-18 energy.
Before it was 10%. This means that you only have to use it 5 times and then you die. Before you could use it 10 times but now they've nerfed it twice.
Interesting..
I'm just here to complain about the "Offering of Blood" nerf.
Sacrifice 20% of maximum health. You gain 8-18 energy.
Before it was 10%. This means that you only have to use it 5 times and then you die. Before you could use it 10 times but now they've nerfed it twice.
Interesting..
kais
as annoyed as I am by this nerf, I ve gotten over it telling myself that it was truly overpowered even though I liked to use it intensively.
Now I ve tried out other energy management skills for my monk that are effective enough for me to do my job.
It is possible they nerfed it too much. But I cant really tell. Maybe a 15% OoB might have still made me use that skill (as a monk).
Now I ve tried out other energy management skills for my monk that are effective enough for me to do my job.
It is possible they nerfed it too much. But I cant really tell. Maybe a 15% OoB might have still made me use that skill (as a monk).
Caleb
Still a great skill even at the 20% sacrifice.
unienaule
People whose posts were deleted: Don't flame.
Sekkira
20% is fine, sure it'll kill you using it 5 times in a row, but you have a 15s recharge in which time you regen health. On top of that, you don't always need the energy from it as soon as it recharges.
Dragonblood
Quote:
Originally Posted by Sekkira
20% is fine, sure it'll kill you using it 5 times in a row, but you have a 15s recharge in which time you regen health. On top of that, you don't always need the energy from it as soon as it recharges.
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So true, that and if your a necro, then soul reaping also help's. Plus having Vampiric Gaze/Touch(which at times doesn't hurt), then you steal 52 or 65 health(depending on which spell you use/have).
All in all, I just keep an eye on how much energy and health, before usen OoB.
XvArchonvX
I don't see anything wrong with this change. I think that since they also lowered the recharge times for E-drain and E-tap, mesmer secondary become a more viable option than before, but I don't think the 20% sac is really anything to worry about. Healing touch used on self easily negates this sacrifice.
fiery
Many monks adapted to Monk/Mesmer for Energy Drain now.
Rilder
what about channling, a couple monks in my guild have started using it, it makes sence, 1 energy per each foe in area every spell, so if your in a heavy fight (8v8) theres like 8 energy each 5 energy heal in the area... and you only need like 6 or 7 in inspiration to make it last longer then the recharge
Harmony
I use OoB with both my monk and my necro and haven't noticed any problems with it. As long as you don't spam it 5 times in a row you should be fine.
Sekkira
Quote:
Originally Posted by Rilder
what about channling, a couple monks in my guild have started using it, it makes sence, 1 energy per each foe in area every spell, so if your in a heavy fight (8v8) theres like 8 energy each 5 energy heal in the area... and you only need like 6 or 7 in inspiration to make it last longer then the recharge
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Fungus Amongus
I don't see this as a bad nerf, more of a proper balance. When we start seeing cookie cutter builds, it hints something may be wrong. It doesn't mean something is actually wrong, just something may be wrong.
Look at Dark Pact, for example. On a level 20 character, unless your Blood attributes are maxed you will sacrifice more health than the damage you do using the skill.
Sacrificing ~80ish health for 15-20 energy seems like a fair tradeoff to me.
Look at Dark Pact, for example. On a level 20 character, unless your Blood attributes are maxed you will sacrifice more health than the damage you do using the skill.
Sacrificing ~80ish health for 15-20 energy seems like a fair tradeoff to me.
Keyote
Quote:
Originally Posted by Rilder
what about channling, a couple monks in my guild have started using it, it makes sence, 1 energy per each foe in area every spell, so if your in a heavy fight (8v8) theres like 8 energy each 5 energy heal in the area... and you only need like 6 or 7 in inspiration to make it last longer then the recharge
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Burton2000
Channeling and Inspired hex is the most commonly used energy managment skills in HA which is 8v8.
JR
Quote:
Originally Posted by Keyote
Channeling is ok for 4v4, but probably not worth using in 8v8.
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yesitsrob
I'm using Energy Drain now - I still like OoB no doubt - and I think it did need toning down a little... maybe it shouldn't have been double the health sac. I probably won't use OoB on a monk again, but it's still a very very good option for a necro
How in the hell did you come up with that? I will always use channeling for Heroes Ascent
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Channeling is ok for 4v4, but probably not worth using in 8v8. |
Phoenix Ex
I think this is overnerf, now the skill is almost unusable in PVP cuz you are always getting pressured. In PvE its a bit better since you can wait for your health to regen without anything hitting you.
P.S. All the Elite Energy skills are now crap (considering they are elite) in comparison to inspired hex and drain enchantment, since they are not elite...
P.S. All the Elite Energy skills are now crap (considering they are elite) in comparison to inspired hex and drain enchantment, since they are not elite...
Ryld Baenre
I still use this skill in PvE because as said you not always gettin pressued but I can see this as a bit of an overnerf as far as PvP is concerned.
Mandy Memory
most monks used channeling/insp hex and WoH/SB before the update, not much has changed.
awesome sauce
Mes has always been the superior energy secondary anyways. Just use MoR and drain enchant and it works even better with more energy than a /necro with OoB. The bigger nerf was mend ailment.
Carinae
My biggest gripe about the new OoB is in regards to Minion Masters. A common build for N/Mo includes OoB, Verata's Sacrifice and Blood of the Master, all three sacrifices. Hitting them all in a row is now a 45% sacrifice, which is quite painful.
It can still be managed, but you really have to monitor your health and plan Heal Area usage actively now. As if a MM didn't have enough to concentrate on.
Before the update we were challenged to "Name one skill commonly used in PvE that has been nerfed because of PvP abuse?"
Offering of Blood
It can still be managed, but you really have to monitor your health and plan Heal Area usage actively now. As if a MM didn't have enough to concentrate on.
Before the update we were challenged to "Name one skill commonly used in PvE that has been nerfed because of PvP abuse?"
Offering of Blood
JR
Quote:
Originally Posted by Carinae Dragonblood
M
It can still be managed, but you really have to monitor your health and plan Heal Area usage actively now. As if a MM didn't have enough to concentrate on. |
Keyote
Quote:
Originally Posted by Carinae Dragonblood
It can still be managed, but you really have to monitor your health and plan Heal Area usage actively now. As if a MM didn't have enough to concentrate on.
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Coolniceronguy
Hmmm... well I would prefer Peace & Harmony as an energy management skill, however I am faced with the following problems:
Being a PvE player, teaming up with henchies, it becomes somewhat difficult to direct the attacks of my team. It is accomplished by first targeting an opponent, then pressing Shift + Ctrl + Spacebar, then moving to stop attacking the target myself. This is an extremely complicated way of taking advantage of P&H. Additionally, in order to extract full benefit from P&H, it would also be used on other monk henchies, and battery cultists. However, AI does not stop attacking a target to take advantage of this skill.
Personally, I would like to keep my energy management skill in the family(monk). However, due to the complicated sequences of actions necessary to use this skill, coupled with the fact that henchies nullify it's effects shortly after P&H is cast on them, I find P&H an undesirable skill.
Currently, I am using Energy Drain.
Being a PvE player, teaming up with henchies, it becomes somewhat difficult to direct the attacks of my team. It is accomplished by first targeting an opponent, then pressing Shift + Ctrl + Spacebar, then moving to stop attacking the target myself. This is an extremely complicated way of taking advantage of P&H. Additionally, in order to extract full benefit from P&H, it would also be used on other monk henchies, and battery cultists. However, AI does not stop attacking a target to take advantage of this skill.
Personally, I would like to keep my energy management skill in the family(monk). However, due to the complicated sequences of actions necessary to use this skill, coupled with the fact that henchies nullify it's effects shortly after P&H is cast on them, I find P&H an undesirable skill.
Currently, I am using Energy Drain.