Evaluation of new skills
Hella Good
Please, post here with your experience with new skills. Any nice combinations you have noticed? Please, indicate whether you are talking in terms of PvE or PvP.
I play PvP mostly (I'm sure I'll PvE when Factions comes out) so my evaluation will be in terms of what I tried in PvP:
Monk:
Boon Sig- this is really nice nrg management skill for boon prots. What I love about it is that if used correctly it can keep up with you nrg needs much moreso than P&H has while still giving you the benefit of being a Monk nrg management elite (allows you to spend more points on Prot). I'm talking Boon Prots here.
A side comment: the addition of many new and useful sigs will create the need for Sig control (much like corpse control) in large teams. I think this is wonderful and a nice strategic move.
Necromancer:
Blood Drinker- This skill is weird, I was thinking that it can be used along with Plague Sending/Touch and Virulence but didn't get a chance to use it a lot. It has a great damage output for the nrg cost and a relatively low cooldown.
Cultist Fervor- Wow, wow, and wow. This skill despite the high life sac works very well with Unholy Feast and Oppresive Gaze (large team obviously) but more importantly I used it on a Heal Party monk for alliance battles- it was hillarious I could literally spam HP without ever running low on nrg and negating the sac damage completely. Wonderful.
Jaundiced Gaze- This skill is a cross-bread between Dark Pact and Vamp Gaze. I played with it a bit but it will take more practice than a few runs to get the sac to work with the health gain. I liked the idea of it tho.
Oppressive Gaze- This is a weaker version of FoC with a different condition to trigger the health stealing effect- you need to have your targets weakened instead of hexed. Obviously Enfeebling Blood + Opp Gaze will be a common combo. The skill is very powerful in large teams.
Vampiric Swarm- I was very hyped up about this skill but I found it kind of awkward. Perhaps it will take me some time to get used to but the 10 sec recharge gets to you. It doesn't come cheap either. But then in large teams, it might me something to consider spamming along with Unholy Feast and Cultist Fervor.
Order of Apostasy- This is the ultimate chant killer. Amazing skill. Despite its high cost it worked just fine for me (I combined it with Heal Area and just stood way behind and out of fire). BUT and this is a big BUT, OoA has made IWAY strong and well again. And this is a MAJOR concern. I don't think the skill is broke per se. I just think that there is a little bit needed to push IWAY over the top always and this is it for Factions.
Reckless Haste- Let me tell you- I haven't had so much fun with Spites in a long, looong while. Spites + RH is a killer, hillarious on assassins. Cover it up with Parasitic Bonds-> you will get your health very, veery soon
Soul Bind- I was actually very excited about this skill. I tried to combine it with Faintheartedness and Parasitic Bond and just hit with Wastrel's to trigger the effect. I didn't quite get it to work tho... like I didn't find it all that useful... Could be just lack of xp but... I think this skill needs a review of the KD trigger. Whats the point of nailing attacking things, if I can't interrupt their Heal Sigs and Troll Unguent or whatever the case might be?
Well of Weariness- Big fan of e-denial here. This skill was awesome- not only is it a nice e-denial addition (it's like making everyone in the area maintain a chant) but it's cheap and works for corpse control perfectly well. Used it on my mesmer mostly tho.
Animate Flesh Golemn- WOOOOOOOOOOOOOOOOOT. This skill RAWKS. I don't think anyone will disagree in here. Soooo much fun to have the big daddies of the undead on the MM's side. Lets get it ON!
Animate Vampiric Horror- I was so-so impressed by this skill. Horrors don't do enough damage to really say I felt a significant benefit from using them. I'd rather combo my tank Golemn with Fiends. In PvE maybe Vamp Horrors will be much more useful. Or... another option is to combo Cultist Fervor with both horrors and fiends but... who would wanna miss on the Golemn!!!
Bitter Chill- This skill is really nice if you do an AotL MM. It's a nice and cheap skill to use for initial damage.
While I'm at it, I wish I had tried Discord... looks like an awesome monk killer skill.
Mesmer:
Overload- It is my understanding that this is like an anti-ele type of skill. It's ok... but it's also nothing to be excited about.
Unnatural Sig- The return of this skill is a big one. I love it. It's nice for killing annoying Rt spirits, it's nice as a finishing spike (Mesmers always seem to need the last move), and I can finally make a highly effective and damaging Sig mes.
Accumulated Pain- Phantom Pain/Shatter Del alternative. I used it on top on Images of Remorse and Conjure Phantasm-> 10 degen, some minor spike damage, and a Deep Wound. Worked perfectly fine.
Conjure Nightmare- This skill is damn costly... I used it with Glyph of Energy. It is cool, because of its low cooldown you can spread it around and max degen a lot fo things and if u use GoE or smth similar to negate the cost, it can be really useful.
Images of Remorse- Wonderful, wonderful, wonderful new addition. Clumsiness meets Conjure Phantasm for a cheap, low recharge anti-war, ranger, assassin move. If your target isn't attacking- who cares- give them some cheap 5 degen anyway!
I didn't try of the new mesmer elites. Though I'd use my faction unlocking other stuff instead. Speaking of which... these elites... they are sooo situational. The ones that I was thinking about trying were Psychotic Instability, Stolen Speed, Lyssa's Aura, and Power Leech. The rest didn't impress me enough. This goes for most any char I played btw. You see like 4-5 interesting elites and the rest are kind of the new "nice to have", "never to be used" elites. (reminds me of Fevered Dreams before they buffed it)
Well, I typed a lot. I'm yielding the floor to others. Curious to see what the rest of you guys discovered.
I play PvP mostly (I'm sure I'll PvE when Factions comes out) so my evaluation will be in terms of what I tried in PvP:
Monk:
Boon Sig- this is really nice nrg management skill for boon prots. What I love about it is that if used correctly it can keep up with you nrg needs much moreso than P&H has while still giving you the benefit of being a Monk nrg management elite (allows you to spend more points on Prot). I'm talking Boon Prots here.
A side comment: the addition of many new and useful sigs will create the need for Sig control (much like corpse control) in large teams. I think this is wonderful and a nice strategic move.
Necromancer:
Blood Drinker- This skill is weird, I was thinking that it can be used along with Plague Sending/Touch and Virulence but didn't get a chance to use it a lot. It has a great damage output for the nrg cost and a relatively low cooldown.
Cultist Fervor- Wow, wow, and wow. This skill despite the high life sac works very well with Unholy Feast and Oppresive Gaze (large team obviously) but more importantly I used it on a Heal Party monk for alliance battles- it was hillarious I could literally spam HP without ever running low on nrg and negating the sac damage completely. Wonderful.
Jaundiced Gaze- This skill is a cross-bread between Dark Pact and Vamp Gaze. I played with it a bit but it will take more practice than a few runs to get the sac to work with the health gain. I liked the idea of it tho.
Oppressive Gaze- This is a weaker version of FoC with a different condition to trigger the health stealing effect- you need to have your targets weakened instead of hexed. Obviously Enfeebling Blood + Opp Gaze will be a common combo. The skill is very powerful in large teams.
Vampiric Swarm- I was very hyped up about this skill but I found it kind of awkward. Perhaps it will take me some time to get used to but the 10 sec recharge gets to you. It doesn't come cheap either. But then in large teams, it might me something to consider spamming along with Unholy Feast and Cultist Fervor.
Order of Apostasy- This is the ultimate chant killer. Amazing skill. Despite its high cost it worked just fine for me (I combined it with Heal Area and just stood way behind and out of fire). BUT and this is a big BUT, OoA has made IWAY strong and well again. And this is a MAJOR concern. I don't think the skill is broke per se. I just think that there is a little bit needed to push IWAY over the top always and this is it for Factions.
Reckless Haste- Let me tell you- I haven't had so much fun with Spites in a long, looong while. Spites + RH is a killer, hillarious on assassins. Cover it up with Parasitic Bonds-> you will get your health very, veery soon
Soul Bind- I was actually very excited about this skill. I tried to combine it with Faintheartedness and Parasitic Bond and just hit with Wastrel's to trigger the effect. I didn't quite get it to work tho... like I didn't find it all that useful... Could be just lack of xp but... I think this skill needs a review of the KD trigger. Whats the point of nailing attacking things, if I can't interrupt their Heal Sigs and Troll Unguent or whatever the case might be?
Well of Weariness- Big fan of e-denial here. This skill was awesome- not only is it a nice e-denial addition (it's like making everyone in the area maintain a chant) but it's cheap and works for corpse control perfectly well. Used it on my mesmer mostly tho.
Animate Flesh Golemn- WOOOOOOOOOOOOOOOOOT. This skill RAWKS. I don't think anyone will disagree in here. Soooo much fun to have the big daddies of the undead on the MM's side. Lets get it ON!
Animate Vampiric Horror- I was so-so impressed by this skill. Horrors don't do enough damage to really say I felt a significant benefit from using them. I'd rather combo my tank Golemn with Fiends. In PvE maybe Vamp Horrors will be much more useful. Or... another option is to combo Cultist Fervor with both horrors and fiends but... who would wanna miss on the Golemn!!!
Bitter Chill- This skill is really nice if you do an AotL MM. It's a nice and cheap skill to use for initial damage.
While I'm at it, I wish I had tried Discord... looks like an awesome monk killer skill.
Mesmer:
Overload- It is my understanding that this is like an anti-ele type of skill. It's ok... but it's also nothing to be excited about.
Unnatural Sig- The return of this skill is a big one. I love it. It's nice for killing annoying Rt spirits, it's nice as a finishing spike (Mesmers always seem to need the last move), and I can finally make a highly effective and damaging Sig mes.
Accumulated Pain- Phantom Pain/Shatter Del alternative. I used it on top on Images of Remorse and Conjure Phantasm-> 10 degen, some minor spike damage, and a Deep Wound. Worked perfectly fine.
Conjure Nightmare- This skill is damn costly... I used it with Glyph of Energy. It is cool, because of its low cooldown you can spread it around and max degen a lot fo things and if u use GoE or smth similar to negate the cost, it can be really useful.
Images of Remorse- Wonderful, wonderful, wonderful new addition. Clumsiness meets Conjure Phantasm for a cheap, low recharge anti-war, ranger, assassin move. If your target isn't attacking- who cares- give them some cheap 5 degen anyway!
I didn't try of the new mesmer elites. Though I'd use my faction unlocking other stuff instead. Speaking of which... these elites... they are sooo situational. The ones that I was thinking about trying were Psychotic Instability, Stolen Speed, Lyssa's Aura, and Power Leech. The rest didn't impress me enough. This goes for most any char I played btw. You see like 4-5 interesting elites and the rest are kind of the new "nice to have", "never to be used" elites. (reminds me of Fevered Dreams before they buffed it)
Well, I typed a lot. I'm yielding the floor to others. Curious to see what the rest of you guys discovered.
MSecorsky
Ranger - Needling Shot or Arrow... whatever...
Loved it. When you get someone's health below 50% you become a machine gun. With Fav winds and a prep, add on a weapons spell, very much pain.
Loved it. When you get someone's health below 50% you become a machine gun. With Fav winds and a prep, add on a weapons spell, very much pain.
Mordakai
I wish I had played a Warrior more. I mostly played a Rt/N, and I also found Flesh Golem "RAWKed".
The few Warrior skills I tried were:
Triple Chop {E} This was nice in PvE, but I can't see it replacing Eviscerate in PvP builds.
Signet of Strength Really liked this, went well with my maxed Axe and Strength build. The +5 damage adds up when it's lasting 12 seconds....
Tiger's ???? arggh, can't remember the name of this skill. 33% attack rate increase, but only if you don't miss. Plus, it only lasts half the time of the recharge. Only 5 en, but Frenzy is still better.
The few Warrior skills I tried were:
Triple Chop {E} This was nice in PvE, but I can't see it replacing Eviscerate in PvP builds.
Signet of Strength Really liked this, went well with my maxed Axe and Strength build. The +5 damage adds up when it's lasting 12 seconds....
Tiger's ???? arggh, can't remember the name of this skill. 33% attack rate increase, but only if you don't miss. Plus, it only lasts half the time of the recharge. Only 5 en, but Frenzy is still better.
pigdestroyer
there was this new mesmer skill that cause exhaustion to the enemy.... it seemed really good..
CKaz
Second Wind - Ele elite - gives back energy lost due to exhaustion, causes exhaustion.
Ok I'm wracking my brain trying to justify this elite in any build and I can't. You'd use a different energy tool plain and simple. I'm still kicking it around but there are a lot better options out there.
Why is there so many conditions and exhausts for eles even in their elite line-up? How can you even pre-suppose we can mix elemental lines at any level with so many ways to cause exhaustion (even a couple of our elite energy management tools!) and NO ENERGY ARMOR?
Remain disappointed in the eles options... if you call them that :b
Ok I'm wracking my brain trying to justify this elite in any build and I can't. You'd use a different energy tool plain and simple. I'm still kicking it around but there are a lot better options out there.
Why is there so many conditions and exhausts for eles even in their elite line-up? How can you even pre-suppose we can mix elemental lines at any level with so many ways to cause exhaustion (even a couple of our elite energy management tools!) and NO ENERGY ARMOR?
Remain disappointed in the eles options... if you call them that :b
jibikao
I've tried almost all new Pet attack skills. Not very impressed. The two new elites Heal as One and Enraged Lunge are alright. Heal as One can be really good in PvE but in PvP, the healing won't save you, not with that 12s recharge. As for Enraged Lunge, I think I can achieve similar damage (if not more!) with Ferocious + Brutual Strike + Melandru's Assault.
Pounce, 20s recharge is quite bad.
Poisonus Bite, 20s recharge is bad and it adds NO DAMAGE on attack.
Bestial Mauling, good luck timing with it.
Predatory Bond, 16 health at lvl 16BM per pet's hit is not great healing. Probably good for PvE.
Viper's Nest, interesting trap for BM but as a pure trapper, I don't think it's all that great. 30s recharge doesn't make it too appealing.
Pounce, 20s recharge is quite bad.
Poisonus Bite, 20s recharge is bad and it adds NO DAMAGE on attack.
Bestial Mauling, good luck timing with it.
Predatory Bond, 16 health at lvl 16BM per pet's hit is not great healing. Probably good for PvE.
Viper's Nest, interesting trap for BM but as a pure trapper, I don't think it's all that great. 30s recharge doesn't make it too appealing.
Nikki Moonlight
auspicous parry..i can see that becoming the elite on quite a few tanks...
Kakumei
The word is energy.
And Enraged Smash is just...oh wow.
And Enraged Smash is just...oh wow.
Hella Good
Quote:
Originally Posted by pigdestroyer
there was this new mesmer skill that cause exhaustion to the enemy.... it seemed really good..
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Btw I saw some reeeeal nice new ranger spirits. I was wondering if anyone got a chance to use those. Famine and Equinox to be more specific. I can see those spirits used in combo with e-denial mesmers to achieve higher shut-down effect. Tranquility is a nice move as well but who will ever need anti-chant with OoA in the house? xD
Mysterial
I really don't understand why they wasted two more Elementalist elites on energy management, especially since Ether Prodigy crushes them both. Elementalists don't need more elite energy management, they need good non-elite energy management. Until they do, most builds are going to continue to just run Ether Prodigy because you simply cannot afford Elementalist spells without it.
They also continue to tag elites with Exhaustion for no apparent reason. Double Dragon doesn't need Exhaustion, especially not with that horrible recharge. Neither does Ride the Lightning (which, BTW, had an unlisted 25% armor penetration - so its damage is only mediocre instead of terrible)
Shatterstone is abysmal in every aspect. Unsteady Ground's conditional needs to be 'moving', not 'attacking' (which would make it the only DOT AoE in existence that actually did all the damage you're paying for)
Star Burst was OK - it's a PBAoE as a touch spell so you can't miss and it has a normal aftercast instead of the extra long PBAoE one so you can quickly follow up with Flame Burst.
Gust can be great if you can get the water hex, since you can cycle it with Gale and get a whole lot of knockdown at low cost. I think it needs the cast time reduced to 1 second, though.
Mirror of Ice is yet another Elementalist defensive spell that would be so nice if only it could be cast on someone else.
There were a couple good non-elites, but not many. Bed of Coals was surprisingly good, especially on the capture points in Alliance battles; when it works it does exactly what those spells should do when they work - punish the enemy hard. I wish they were all like that. Burning Speed needs to cost 5, considering it's effectively a sacrifice spell.
Lightning Hammer is so bad it's hilarious. Shock Arrow needs to lose the 1 second recharge, which doesn't do anything and is just annoying. Arc Lightning's conditional is bad, but hey, it's another copy of Lightning Strike.
Vapour Blade is almost as bad as Lightning Hammer. The Signet denial skill (forgot the name) has a recharge that outlasts the Signet blackout and so is useless - if you really care about Signets, take Rust.
They also continue to tag elites with Exhaustion for no apparent reason. Double Dragon doesn't need Exhaustion, especially not with that horrible recharge. Neither does Ride the Lightning (which, BTW, had an unlisted 25% armor penetration - so its damage is only mediocre instead of terrible)
Shatterstone is abysmal in every aspect. Unsteady Ground's conditional needs to be 'moving', not 'attacking' (which would make it the only DOT AoE in existence that actually did all the damage you're paying for)
Star Burst was OK - it's a PBAoE as a touch spell so you can't miss and it has a normal aftercast instead of the extra long PBAoE one so you can quickly follow up with Flame Burst.
Gust can be great if you can get the water hex, since you can cycle it with Gale and get a whole lot of knockdown at low cost. I think it needs the cast time reduced to 1 second, though.
Mirror of Ice is yet another Elementalist defensive spell that would be so nice if only it could be cast on someone else.
There were a couple good non-elites, but not many. Bed of Coals was surprisingly good, especially on the capture points in Alliance battles; when it works it does exactly what those spells should do when they work - punish the enemy hard. I wish they were all like that. Burning Speed needs to cost 5, considering it's effectively a sacrifice spell.
Lightning Hammer is so bad it's hilarious. Shock Arrow needs to lose the 1 second recharge, which doesn't do anything and is just annoying. Arc Lightning's conditional is bad, but hey, it's another copy of Lightning Strike.
Vapour Blade is almost as bad as Lightning Hammer. The Signet denial skill (forgot the name) has a recharge that outlasts the Signet blackout and so is useless - if you really care about Signets, take Rust.
Hella Good
You must admit tho the point-blank E/As are pretty annoying. But yes, I do agree that some of the new ele skills (esp. the nrg management ones) don't make any sense whatsoever. I find it kind of weird tho to buff fire and then make it even more powerful with the E/A combo. And I'm not sure which Sig you are talking about.
SisterMercy
Well of Weariness (N)
This is lovely. I was hoping for an anti-energy well.
Animate Flesh Golem (N)
Has anyone else realized that this skill has now made Minionmancers viable for PvP? It leaves an exploitable corpse, remember. Perhaps cast Death Nova on it, and then Dark Bond when you know you're about to get hit by something big. Then, after he explodes from all the damage that he suffers for you and causes big damage to whoever he's been aimed at, you can reanimate him. This is SO going to rock the arenas. I only wish he'd be given a temporary party slot, like rangers' pets, so he'd be easier to quick-target.
Animate Vampiric Horror (N)
I think the OP missed the health regen benefit of this one. Not bad; we'll see.
Conjure Nightmare (Mes)
It's a big energy killer, yes. More condusive to Necros (Soul Reaping) or Eles (Energy Storage), but even then you need to be careful. It's a good lead-off skill, unless you know someone's going to strip the hex. In the case of the latter, it's not worth it.
Churning Earth (Ele)
Approximately in league with Maelstrom, perhaps a bit overpowered, especially when you combine it with an attribute that is often more effective than Warriors for taking damage and some good field control -- you're looking at some extremely potent skillsets here. I have a feeling the AoE nerf that killed Fire attributes is going to stay, but Earth Eles are going to become one of the hot builds to come.
This is lovely. I was hoping for an anti-energy well.
Animate Flesh Golem (N)
Has anyone else realized that this skill has now made Minionmancers viable for PvP? It leaves an exploitable corpse, remember. Perhaps cast Death Nova on it, and then Dark Bond when you know you're about to get hit by something big. Then, after he explodes from all the damage that he suffers for you and causes big damage to whoever he's been aimed at, you can reanimate him. This is SO going to rock the arenas. I only wish he'd be given a temporary party slot, like rangers' pets, so he'd be easier to quick-target.
Animate Vampiric Horror (N)
I think the OP missed the health regen benefit of this one. Not bad; we'll see.
Conjure Nightmare (Mes)
It's a big energy killer, yes. More condusive to Necros (Soul Reaping) or Eles (Energy Storage), but even then you need to be careful. It's a good lead-off skill, unless you know someone's going to strip the hex. In the case of the latter, it's not worth it.
Churning Earth (Ele)
Approximately in league with Maelstrom, perhaps a bit overpowered, especially when you combine it with an attribute that is often more effective than Warriors for taking damage and some good field control -- you're looking at some extremely potent skillsets here. I have a feeling the AoE nerf that killed Fire attributes is going to stay, but Earth Eles are going to become one of the hot builds to come.
Mysterial
Quote:
Originally Posted by SisterMercy
Churning Earth (Ele)
Approximately in league with Maelstrom, perhaps a bit overpowered, especially when you combine it with an attribute that is often more effective than Warriors for taking damage and some good field control -- you're looking at some extremely potent skillsets here. I have a feeling the AoE nerf that killed Fire attributes is going to stay, but Earth Eles are going to become one of the hot builds to come. |
Eclair
Quote:
Originally Posted by Mysterial
Am I missing something? Although I didn't get a chance to test it, from the description I can't see how this spell is good. Unless the AoE (which was unspecified) is "all foes in the area", a speed boosted character can run right through it without ever taking damage. So unless it works on nonmoving/attacking foes who happen to have a speed boost on them right then, it's mostly useless, and even if it does you're using it on enemies who will resist much of the damage, it has a huge energy cost, and like all the other DOT AoE's, a horrible recharge.
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Lady Lorwinia
Marauder's shot: disables all non attack skills for 5 seconds. Does +33dmg 0.0!
Imagine this rtw+fav winds+ winnow + conjure + orders
I mean holy crap. I smell nerf.
Imagine this rtw+fav winds+ winnow + conjure + orders
I mean holy crap. I smell nerf.
Pharalon
Quote:
Originally Posted by CKaz
Second Wind - Ele elite - gives back energy lost due to exhaustion, causes exhaustion.
Ok I'm wracking my brain trying to justify this elite in any build and I can't. You'd use a different energy tool plain and simple. I'm still kicking it around but there are a lot better options out there. |
Weezer_Blue
I don't think Boon Signet is powerful enough to warrant the Elite. It's not powerful enough to be a useful heal, and the constant recasting and conditional energy makes it less than useful energy management. It also has a long enough cast time for any mesmer worth his/her salt to interupt it, and with new skills, disable it and your other signets for a while.
Hella Good
Quote:
Originally Posted by Weezer_Blue
I don't think Boon Signet is powerful enough to warrant the Elite. It's not powerful enough to be a useful heal, and the constant recasting and conditional energy makes it less than useful energy management. It also has a long enough cast time for any mesmer worth his/her salt to interupt it, and with new skills, disable it and your other signets for a while.
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jibikao
Beast Mastery : Lacerate
Elite Nature Ritual. Create a level 1..8 Spirit. Bleeding creatures within its range suffer -2 Health degeneration. When this Spirit dies, all creatures within its range that have less than 90% Health begin Bleeding for 5...21 seconds. This Spirit dies after 30...126 seconds.
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Not sure how useful this ELITE spirit is.... I am not a fan of spirit but I guess this could work?
Elite Nature Ritual. Create a level 1..8 Spirit. Bleeding creatures within its range suffer -2 Health degeneration. When this Spirit dies, all creatures within its range that have less than 90% Health begin Bleeding for 5...21 seconds. This Spirit dies after 30...126 seconds.
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Not sure how useful this ELITE spirit is.... I am not a fan of spirit but I guess this could work?
CKaz
Quote:
Originally Posted by Mysterial
I really don't understand why they wasted two more Elementalist elites on energy management, especially since Ether Prodigy crushes them both. Elementalists don't need more elite energy management, they need good non-elite energy management. Until they do, most builds are going to continue to just run Ether Prodigy because you simply cannot afford Elementalist spells without it.
They also continue to tag elites with Exhaustion for no apparent reason. |
Agreed with most the post and really agreed here.
Where are some non-elite and/or non exhaust aids!
Thanks for 2 more energy management elites which cause exhaustion...
Ether Prodigy or Ele Attunement or... Glyph of Energy or... use the 2ndary yeah
And then give us a bunch of new elites (lots with exhaust) but still no way to handle the energy and/or exhaustion w/o an elite. Thanks for so many new ways to exhaust us out too (Ranger, Mesmer, Assas, etc)
jibikao
Equinox
Create a level {unknown} Spirit. Spells cast within its range that cause Exhaustion cause double the Exhaustion instead. This Spirit dies after {unknown} seconds.
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Do Rangers need more skills against Elementalists? LOL I mean seriously. The whole Ranger class is designed to kill Ele. Rangers have great elemental resistance, their arrows reduce their Wards to useless, they have so many interruption skills, they have skills that do CRAZY damage on enchantment foe (Melandru's Assault can easily do over +100 damage and there is Melandru's Arrow) and now we have this elite spirit that can potentially destory all Eles.
Oh my.
Create a level {unknown} Spirit. Spells cast within its range that cause Exhaustion cause double the Exhaustion instead. This Spirit dies after {unknown} seconds.
--------------
Do Rangers need more skills against Elementalists? LOL I mean seriously. The whole Ranger class is designed to kill Ele. Rangers have great elemental resistance, their arrows reduce their Wards to useless, they have so many interruption skills, they have skills that do CRAZY damage on enchantment foe (Melandru's Assault can easily do over +100 damage and there is Melandru's Arrow) and now we have this elite spirit that can potentially destory all Eles.
Oh my.
Mordakai
Quote:
Originally Posted by jibikao
Equinox
Create a level {unknown} Spirit. Spells cast within its range that cause Exhaustion cause double the Exhaustion instead. This Spirit dies after {unknown} seconds. -------------- Do Rangers need more skills against Elementalists? LOL I mean seriously. The whole Ranger class is designed to kill Ele. Rangers have great elemental resistance, their arrows reduce their Wards to useless, they have so many interruption skills, they have skills that do CRAZY damage on enchantment foe (Melandru's Assault can easily do over +100 damage and there is Melandru's Arrow) and now we have this elite spirit that can potentially destory all Eles. Oh my. |
Theos
Quote:
Originally Posted by Hella Good
Mesmer:
Overload- It is my understanding that this is like an anti-ele type of skill. It's ok... but it's also nothing to be excited about. |
Quote:
Originally Posted by Hella Good
Unnatural Sig- The return of this skill is a big one. I love it. It's nice for killing annoying Rt spirits, it's nice as a finishing spike (Mesmers always seem to need the last move), and I can finally make a highly effective and damaging Sig mes.
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Quote:
Originally Posted by Hella Good
Accumulated Pain- Phantom Pain/Shatter Del alternative. I used it on top on Images of Remorse and Conjure Phantasm-> 10 degen, some minor spike damage, and a Deep Wound. Worked perfectly fine.
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Quote:
Originally Posted by Hella Good
Conjure Nightmare- This skill is damn costly... I used it with Glyph of Energy. It is cool, because of its low cooldown you can spread it around and max degen a lot fo things and if u use GoE or smth similar to negate the cost, it can be really useful.
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Quote:
Originally Posted by Hella Good
Images of Remorse- Wonderful, wonderful, wonderful new addition. Clumsiness meets Conjure Phantasm for a cheap, low recharge anti-war, ranger, assassin move. If your target isn't attacking- who cares- give them some cheap 5 degen anyway!
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Woo. I just hope Conjure Nightmare won't become the next backfire cookie.
jibikao
Quote:
Originally Posted by Mordakai
Luckily for Eles, no Ranger would waste an Elite for this, especially sense Eles suck so bad to begin with (not flaming, I want Eles to rock, believe me. But judging from the Preview, Mesmers and Necros got buffed, and Eles got jacked.)
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If Ele Spike becomes too popular, I won't be surprised if some top teams use this spirit to mess up Eles.
jibikao
Images of Remorse
Hex Spell. For 5..9 seconds, target foe suffers -1..4 Health degeneration. If that foe was attacking, that foe takes 10..44 damage. (Attrib: Illusion Magic)
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Wow, so powerful. I mean the degen alone is great. The energy cost and recharge make it wonderful. 2s on a Mesmer isn't all that bad. Great addition!
Hex Spell. For 5..9 seconds, target foe suffers -1..4 Health degeneration. If that foe was attacking, that foe takes 10..44 damage. (Attrib: Illusion Magic)
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Wow, so powerful. I mean the degen alone is great. The energy cost and recharge make it wonderful. 2s on a Mesmer isn't all that bad. Great addition!
Mordakai
Quote:
Originally Posted by jibikao
I know 99% of the Rangers won't use this skill but A.Net just designed a skill that basically only affects Ele and no other classes. I just find it funny that A.Net gave Rangers even more power against Ele.
If Ele Spike becomes too popular, I won't be surprised if some top teams use this spirit to mess up Eles. |
Although I guess this will end the Warrior Gale for sure...
(Edited for clarity )
Poor eles. Their best spells get nerfed because they are exploited by other classes...
How did what looked like one of the best professions become the worst?
jibikao
Quote:
Originally Posted by Mordakai
Oh, I agree totally. Like you said, it's not like Rangers really need another anti-ele spell... and one that effects the Eles weak point to boot.
Although I guess this could end the Warrior Gale for sure... |
Hella Good
Quote:
Originally Posted by Mordakai
Luckily for Eles, no Ranger would waste an Elite for this, especially sense Eles suck so bad to begin with (not flaming, I want Eles to rock, believe me. But judging from the Preview, Mesmers and Necros got buffed, and Eles got jacked.)
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I think where the new ele skills are lacking is Exhaustion management. There really should be a skill to fasten the rate of recovery from Exhaustion, MIND YOU, WITHOUT causing Exhaustion.
But hey, only time will tell...
P.S. Jibikao, try not to double post, use edit instead.
Theos
Quote:
Originally Posted by jibikao
Images of Remorse
Hex Spell. For 5..9 seconds, target foe suffers -1..4 Health degeneration. If that foe was attacking, that foe takes 10..44 damage. (Attrib: Illusion Magic) ---------------- Wow, so powerful. I mean the degen alone is great. The energy cost and recharge make it wonderful. 2s on a Mesmer isn't all that bad. Great addition! |
jibikao
Quote:
Originally Posted by Mordakai
Oh, I agree totally. Like you said, it's not like Rangers really need another anti-ele spell... and one that effects the Eles weak point to boot.
Although I guess this will end the Warrior Gale for sure... (Edited for clarity ) Poor eles. Their best spells get nerfed because they are exploited by other classes... How did what looked like one of the best professions become the worst? |
Hella Good
Quote:
Originally Posted by Theos
Is that really it? Its lackluster, more like some confused indentities skill than anything.
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Zhou Feng
It sounds like the Elementalist have recieved the Shaft... sad but thats how it sounds. To many skills that give self Exhaustion with no way to deal with it except Glyph of Energy. Elementalist really need ways to deal with their exhaustion and magic costs not add more spells that are costlier to cast or deal exhaustion.
Theos
Quote:
Originally Posted by Hella Good
When you max your Illusion, it gives same degen as Conjure Phantasm AND it gives a bit of spike damage if enemy is attacking (50). It's cheap, low recharge hex (2 cast never a problem on a mes). Like I said, I used Inepti + Images of Remorse + Conjure Phantasm + Cume Pain. It made short work of warriors, assas, and rangers. All the better, if some1 uses the Instant Death skill (Frenzy). All in all, it's probably one of the best new additions to the Illusion hex line.
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Perhaps I am blind but there are better options already available. Also why would you run that identity crisis skill when you can simply run Clumsi and Conjure for definate full effects. You are already using clumsi as is.
Hella Good
Quote:
Originally Posted by Theos
Its wasteful, Ineptitude and Clumsiness alone destroy most of the HP of a warrior sure they are limited but your build is even more so. Hell I can easily throw in Shatter and PP to totally destroy a warrior/ranger in one spike with little conditionality. Your build is extremly conditional and requires the hexes to actually stay on the target to be effective.
Perhaps I am blind but there are better options already available. Also why would you run that identity crisis skill when you can simply run Clumsi and Conjure for definate full effects. You are already using clumsi as is. |
In 10 seconds (recharge of Clumsiness) and for 10 nrg (nrg cost of Clumsiness) you can hit TWICE with Images of Remorse and so get:
* MORE SPIKE DAMAGE (over 100)
* 100 (!!!!!!!!) DEGEN DAMAGE
* MORE FLEXIBILITY (useful on non-attacking chars as well)
What more can I say... I'll be using IoR, you can stick with Clumsiness.
On a side note, no one said you can't combo the skills. Bottom line is: personal preference.
Theos
The real key difference is ofcourse the fact that Clumsi is spike, IoR is not. The following are instances with only the skill, no others.
Clumsiness:
~ Spike of 100 damage upon an attack, easily timed to hit mid swing.
~ Ten second duration.
~ Ten recharge, ten energy.
Weakness:
~ Must have an attack occur, can be removed.
~ Long recharge and high cost in comparison to IoR.
IoR:
~ Spike of 50 damage upon attack, easily timed to hit mid swing.
~ 5 Health Degeneration for 10 seconds.
~ Five energy, five recharge.
Weakness:
~ Must have an attack occur, can be removed.
~ Half damage of Clumsiness, easily negatable overtime degen.
~ To reach Clumsi spike damage, it requires two attacks to be chained.
So we have: 100 damage, small conditionality, vs 50 + 50 damage, much higher conditionality and some degen.
To be honest I still don't see why you'd take this over Clumsi, its far more conditional and its "bonus" is good in theory, i'd dare say poor in real situations.
Clumsiness:
~ Spike of 100 damage upon an attack, easily timed to hit mid swing.
~ Ten second duration.
~ Ten recharge, ten energy.
Weakness:
~ Must have an attack occur, can be removed.
~ Long recharge and high cost in comparison to IoR.
IoR:
~ Spike of 50 damage upon attack, easily timed to hit mid swing.
~ 5 Health Degeneration for 10 seconds.
~ Five energy, five recharge.
Weakness:
~ Must have an attack occur, can be removed.
~ Half damage of Clumsiness, easily negatable overtime degen.
~ To reach Clumsi spike damage, it requires two attacks to be chained.
So we have: 100 damage, small conditionality, vs 50 + 50 damage, much higher conditionality and some degen.
To be honest I still don't see why you'd take this over Clumsi, its far more conditional and its "bonus" is good in theory, i'd dare say poor in real situations.
Linkusmax
Shockwave - This skill is great, was running it in a rainbow spike and hit it at 1. Spreads some pretty high end damage around and confsues monks to where the spikes coming from. Really the only elite I would take besides ether prodigy.
Sliver Armour. - Great spell, especially for my Earth ele, I can bring wards High end damage (Shockwave --> Crystal Wave --> Teinais Crystals) and tank warriors all in one skillbar? Earth Eles are pretty much all I take in PvP except for fire nukers in specific builds (offensive preassure).
Sliver Armour. - Great spell, especially for my Earth ele, I can bring wards High end damage (Shockwave --> Crystal Wave --> Teinais Crystals) and tank warriors all in one skillbar? Earth Eles are pretty much all I take in PvP except for fire nukers in specific builds (offensive preassure).
Sofia Sofia Sofia
Well I played mostly ranger and Ritualist in Alliance battles... Here are my thoughts about some of the skills I was able to use.
Ranger:
Broadhead Arrow: Inflicts Dazed when hit; arrow travels twice as slow. Despite what people say about how hard it is to hit with this, it's not entirely true. Read the Wind and a short bow allows you to hit them almost everytime, just need to get close. Though... I'm not sure about it being an elite...
Marauder Shot: +37 damage (16 Marks) to next shot; all non-attack skills recharge for 5 secs. I think this skill is alright for pure damage rangers, it allows you to hit warriors (100 armor) for more than 60 damage, which is better than Dual Shot minus Orders. Casters usually take 80-100 damage. All not using a horn bow. It takes one more sec to charge than Dual, but that's not important.
Focused Shot: +26 damage (16 Marks) 2 sec recharge, 5 E cost, but causes all other attack skills to recharge for 3 secs. Either this or Marauder shot is bugged... they both do the same damage! But the 3 sec lockdown on other attack skills, worst of all Savage Shot, is inexcusable. But why does it hit just as hard as Marauder? I practiced against the dummies and I couldn't believe it.
Needling Shot: Does 21 flat arrow damage. Considering that a bow does 15-28 damage max, a flat 21 is not bad, tack on RtW and a weapon enchant, then the instant recharge begins to... be an asset.
Ritualist:
Flesh of My Flesh: Okay it takes half life, but so does Infuse Health. Me/Rt, with fast cast 16 and you have the best rez in the game, hands down.
Shelter: Just keep it alive, and you will be almost immune against all but pressure builds. This one really should be an elite. The key is to keep it alive, may not be a bad idea to have a dedicated Monk with heal area on this.
Shadowsong: Correct me if I'm wrong, but you CAN target this thing, no? Or at least it autotargets the greatest threat. I didn't know how effective it was until I tired to kill one as a ranger. It kept me blinded, I literally did not get a single shot off.
Wanderlust: OMFG! This one is a killer, I think we all know the spirit that goes with this one: the ranger one that causes all fallen enemies to bleed, then throw in the one that causes +2 degen on bleed = huge party wide pressure. It also makes it very hard for N and E because of the longish cast times.
Pain: terrible, not sure why people use it. It's damage is pitiful and it doesn't shoot fast. I don't think you can call targets on it either, wouldn't want to, it'd give away the called target.
Ranger:
Broadhead Arrow: Inflicts Dazed when hit; arrow travels twice as slow. Despite what people say about how hard it is to hit with this, it's not entirely true. Read the Wind and a short bow allows you to hit them almost everytime, just need to get close. Though... I'm not sure about it being an elite...
Marauder Shot: +37 damage (16 Marks) to next shot; all non-attack skills recharge for 5 secs. I think this skill is alright for pure damage rangers, it allows you to hit warriors (100 armor) for more than 60 damage, which is better than Dual Shot minus Orders. Casters usually take 80-100 damage. All not using a horn bow. It takes one more sec to charge than Dual, but that's not important.
Focused Shot: +26 damage (16 Marks) 2 sec recharge, 5 E cost, but causes all other attack skills to recharge for 3 secs. Either this or Marauder shot is bugged... they both do the same damage! But the 3 sec lockdown on other attack skills, worst of all Savage Shot, is inexcusable. But why does it hit just as hard as Marauder? I practiced against the dummies and I couldn't believe it.
Needling Shot: Does 21 flat arrow damage. Considering that a bow does 15-28 damage max, a flat 21 is not bad, tack on RtW and a weapon enchant, then the instant recharge begins to... be an asset.
Ritualist:
Flesh of My Flesh: Okay it takes half life, but so does Infuse Health. Me/Rt, with fast cast 16 and you have the best rez in the game, hands down.
Shelter: Just keep it alive, and you will be almost immune against all but pressure builds. This one really should be an elite. The key is to keep it alive, may not be a bad idea to have a dedicated Monk with heal area on this.
Shadowsong: Correct me if I'm wrong, but you CAN target this thing, no? Or at least it autotargets the greatest threat. I didn't know how effective it was until I tired to kill one as a ranger. It kept me blinded, I literally did not get a single shot off.
Wanderlust: OMFG! This one is a killer, I think we all know the spirit that goes with this one: the ranger one that causes all fallen enemies to bleed, then throw in the one that causes +2 degen on bleed = huge party wide pressure. It also makes it very hard for N and E because of the longish cast times.
Pain: terrible, not sure why people use it. It's damage is pitiful and it doesn't shoot fast. I don't think you can call targets on it either, wouldn't want to, it'd give away the called target.
Mordakai
Oh yeah, I capped Consume Soul [E]. It heals all allies something like 158 health at level 12, by destroying touched spirit.
Pretty nice, especially against enemy spirits... (of course, you do have to run up and touch them, so I don't think it's overpowered...
Can you target with spirits? I didn't really pay attention...
Pretty nice, especially against enemy spirits... (of course, you do have to run up and touch them, so I don't think it's overpowered...
Quote:
Originally Posted by Sofia
Shadowsong: Correct me if I'm wrong, but you CAN target this thing, no? Or at least it autotargets the greatest threat. I didn't know how effective it was until I tired to kill one as a ranger. It kept me blinded, I literally did not get a single shot off.
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Hella Good
Quote:
Originally Posted by Theos
The real key difference is ofcourse the fact that Clumsi is spike, IoR is not. The following are instances with only the skill, no others.
Clumsiness: ~ Spike of 100 damage upon an attack, easily timed to hit mid swing. ~ Ten second duration. ~ Ten recharge, ten energy. Weakness: ~ Must have an attack occur, can be removed. ~ Long recharge and high cost in comparison to IoR. IoR: ~ Spike of 50 damage upon attack, easily timed to hit mid swing. ~ 5 Health Degeneration for 10 seconds. ~ Five energy, five recharge. Weakness: ~ Must have an attack occur, can be removed. ~ Half damage of Clumsiness, easily negatable overtime degen. ~ To reach Clumsi spike damage, it requires two attacks to be chained. So we have: 100 damage, small conditionality, vs 50 + 50 damage, much higher conditionality and some degen. To be honest I still don't see why you'd take this over Clumsi, its far more conditional and its "bonus" is good in theory, i'd dare say poor in real situations. |
And you got your maths wrong- Clumsiness 97 damage, 2xIoR= 200 damage, for the same amount of time, and the same energy cost. Also feel free to remove IoR- inbetween you realizing you have a hex on, you wanna remove, clicking on the skill to remove it, and actually casting the remove hex, all I will lose is max 2 sec of degen, which is 20 damage... I will immediate recast IoR...
This said, I'm letting this conversation shift to other skills... you are free to have your opinions and I am free to disagree.
Quote:
Originally Posted by Mordakai
Oh yeah, I capped Consume Soul [E]. It heals all allies something like 158 health at level 12, by destroying touched spirit.
Pretty nice, especially against enemy spirits... (of course, you do have to run up and touch them, so I don't think it's overpowered.... |
Quote:
Originally Posted by Mordakai
Can you target with spirits? I didn't really pay attention...
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Aerials
Archer's Signet{E}:
All your non-attack skills are disabled for 15..9 seconds. for 30 seconds your next 1..6 attacks cost no Energy.
In alliance battles i would combo this with concussion shot along with hard hitting bow attacks and use rtw and beastial fury as an IAS...gg
All your non-attack skills are disabled for 15..9 seconds. for 30 seconds your next 1..6 attacks cost no Energy.
In alliance battles i would combo this with concussion shot along with hard hitting bow attacks and use rtw and beastial fury as an IAS...gg