Skill changes?
Tigris Of Gaul
Vwoss
This will redefine pvp. AS. WE. KNOW. IT.
Or maybe not.
Or maybe not.
smurfhunter
*if thats true*
they were bound to nerf NR but now i think spirits are... useless...
not to mention conflag/winter wont be happening anymore
the only change i really like is draw conditions. those emos that spiked with it was a lil broken....
and lemme guess.. now more than one person has to bring putrid to the tombs.. and skills like well of the profane can actually work
they were bound to nerf NR but now i think spirits are... useless...
not to mention conflag/winter wont be happening anymore
the only change i really like is draw conditions. those emos that spiked with it was a lil broken....
and lemme guess.. now more than one person has to bring putrid to the tombs.. and skills like well of the profane can actually work
Eet GnomeSmasher
Yep. Making spirits not affect each other is just dumb.
nohooiam
boy, if they got rid of stacking spirit effects, a lot of people's heads are gonna EXPLODE.
Lasareth
So it would seem now that the only way to discharge an enchant-ridden player is multiple removal spells or lingering curse o.o
The maintenance doubling is a good idea though... makes a lot of maintaining spells (coughmendingcough) not worth it at all now.
The maintenance doubling is a good idea though... makes a lot of maintaining spells (coughmendingcough) not worth it at all now.
Mysterial
Kinda confusing about the spirits: First it says "Now when you cast a Spirit, all other allied spirits within the newly cast Spirit's range are destroyed." but later it says "also, when a Spirit is cast, it destroys all other allied Spirits of the same type within its range"
If the first is true, I think it's overkill, if the second is, then I think it's good.
If the first is true, I think it's overkill, if the second is, then I think it's good.
Larry the Hippo
DBW is great for keeping a monk/me/ele well dsitracted and kept out of the battle.
maybe i missed it, but i didnt see anything about maintenance or mending.
maybe i missed it, but i didnt see anything about maintenance or mending.
Bast
Quote:
Originally Posted by Lasareth
The maintenance doubling is a good idea though... makes a lot of maintaining spells (coughmendingcough) not worth it at all now.
|
---
I'm fairly sure the spirits will be changed to only kill allied spirits of the same type when they drop, allowing you to have different ones up, but only one of each. Limiting it to only one ritual at a time would be pretty dumb.
Tuna
Only having one spirit of each type down is going to make them pretty useless imo. I guess we'll have to see. I'd also like to know where the enchant/hex removal buff is
Ensign
Quote:
Originally Posted by smurfhunter
they were bound to nerf NR but now i think spirits are... useless...
|
Quote:
Originally Posted by smurfhunter
the only change i really like is draw conditions. those emos that spiked with it was a lil broken....
|
I seriously wonder if whoever made that change actually knows how their game works. Smiters gained more from Nature's Renewal getting smashed than this 'nerf'.
Quote:
Originally Posted by Blackace
They took some advice on the fire line, but they buffed the wrong skills-Meteor and Fireball were already good. They need to pay attention to stuff like Searing Heat and Lava Font.
|
Until the Elementalist starts to get filled out Smiting is going to remain the best element.
Quote:
Originally Posted by Blackace
While their fixing Panic, they need to make it public that the ranges on skill descriptions are misleading. For some reason I have a feeling Panic is going to be Ward range.
|
Peace,
-CxE
Lasareth
Not really one specifically to counter it. But if there is one out, and you have a spell like mending or prot bond or anything maintainable, it pretty much becomes a wasted slot. That is if spirit teams still use NR after the change. Mending I used as an example because it's the most well-known PvP maint spell
People tend to think reactionary here, instead of preventative...
---
---
People tend to think reactionary here, instead of preventative...
---
---
Quote:
Originally Posted by Bast
I know the 4 pips Mending gives is godly, but dropping an NR to counter it? Isn't that excessive?
--- I'm fairly sure the spirits will be changed to only kill allied spirits of the same type when they drop, allowing you to have different ones up, but only one of each. Limiting it to only one ritual at a time would be pretty dumb. |
Asplode
So now that NR is being nerfed, and long casting mass enchant removals are going to get dshotted/dchopped/incendiaried, how is one expected to dethrone a respecced hold build with mass enchants on the hero? 1 ranger per disenchanter, and your hero remains happily invincible.
Rend enchantments? klol interrupt.
Lingering curse? klol interrupt.
1s cast strip? Well, ok now that you removed that...guardian....you still have yet to chew through the mark, seed, life barrier, aegis, shield of deflection, oh and we threw in a healing breeze for spite, not to mention Symbiosis is up, and our hero has 999,999,999 life.
Rend enchantments? klol interrupt.
Lingering curse? klol interrupt.
1s cast strip? Well, ok now that you removed that...guardian....you still have yet to chew through the mark, seed, life barrier, aegis, shield of deflection, oh and we threw in a healing breeze for spite, not to mention Symbiosis is up, and our hero has 999,999,999 life.
thekolman
I'm hoping they will buff up enchantment removal as well, they just neglected to mention it in their list.
Morganas
The part about spirits is confusing, the paragraph above says spirits destroy all allied spirits in range, but the bulleted list of changes says they only destroy spirits of the same type within their range.
I'm guessing the second one is correct, in which case this is only a good thing.
I'm guessing the second one is correct, in which case this is only a good thing.
Morganas
Quote:
Originally Posted by Asplode
So now that NR is being nerfed, and long casting mass enchant removals are going to get dshotted/dchopped/incendiaried, how is one expected to dethrone a respecced hold build with mass enchants on the hero? 1 ranger per disenchanter, and your hero remains happily invincible.
Rend enchantments? klol interrupt. Lingering curse? klol interrupt. 1s cast strip? Well, ok now that you removed that...guardian....you still have yet to chew through the mark, seed, life barrier, aegis, shield of deflection, oh and we threw in a healing breeze for spite, not to mention Symbiosis is up, and our hero has 999,999,999 life. |
You know there are two mesmer stances that deal with just this problem, and anyone who's casting spells as pivotal as enchant removal has no excuse not to take them.
Jormund
This is just a taste of things remember, so more to come. I'm crossing my fingers hoping that Otyugh's Cry somehow becomes one of the most powerful skills ever! (j/k)
Kaylee Ann
Quote:
Originally Posted by Blackace
For some reason I have a feeling Panic is going to be Ward range.
|
Quote:
Originally Posted by Ensign
I get the feeling too. It makes me all tingly.
|
Asplode
Quote:
Chain Lightning: increased cast time to 3 seconds; decreased damage to 10..85; lowered maximum distance between targets |
Zelc
Quote:
Originally Posted by Asplode
So now that NR is being nerfed, and long casting mass enchant removals are going to get dshotted/dchopped/incendiaried, how is one expected to dethrone a respecced hold build with mass enchants on the hero? 1 ranger per disenchanter, and your hero remains happily invincible.
Rend enchantments? klol interrupt. Lingering curse? klol interrupt. 1s cast strip? Well, ok now that you removed that...guardian....you still have yet to chew through the mark, seed, life barrier, aegis, shield of deflection, oh and we threw in a healing breeze for spite, not to mention Symbiosis is up, and our hero has 999,999,999 life. |
Quote:
Well the list is long, but we've got a taste of things to come today. What we have here is a short list of some of the changes given to us by developer ArenaNet. While it's not everything, it's a start. |
ICURADik
You can still place a Fertile just barely in range of an altar, than put a Zephyr on an opposite side and run uber seed balls. Just stack Spell Breaker, and one more cover enchant to stop chillblains and it's gg noobs.
Asplode
Yeah, if Rend Enchantments was a 5 energy spell, 1/4s cast with a 5 second recast, I'll jump for joy.
Asplode
Quote:
Originally Posted by ICURADik
You can still place a Fertile just barely in range of an altar, than put a Zephyr on an opposite side and run uber seed balls. Just stack Spell Breaker, and one more cover enchant to stop chillblains and it's gg noobs.
|
-edit-
Sorry for the double post
arredondo
I think the Lightning change is 10-85 at L16. Before it was 10-82 at L12.
Morganas
Heal ball requires everyone to have an enchant on them, not just the guy with seed on him. EVERYONE would have to have a cover enchant.... maybe OOV or OOP could serve that role.
Asplode
Cover enchant? Aegis? Chillblains? Pwned? lol k.
-edit-
As for the damage scaling issue, I just worked it out, if chain damage scales evenly from 10 to 85 at 16air, 12 air magic will only deal 85 damage, against 60AL.
-edit-
As for the damage scaling issue, I just worked it out, if chain damage scales evenly from 10 to 85 at 16air, 12 air magic will only deal 85 damage, against 60AL.
Asplode
Quote:
Originally Posted by Blackace
Heal ball doesnt require everyone to have an enchantment on them.
|
I do have a more pressing question as to the ambiguity of the spirit update, though: Is it only 1 spirit per team per radius, or 1 spirit per kind per team per radius?
-edited for ambiguity! :O-
ManadartheHealer
NR is getting nerfed? No decent hex removal?
I'm gonna stack hexes until my enemy explodes (not even hex breaker can save you now fool )
I'm gonna stack hexes until my enemy explodes (not even hex breaker can save you now fool )
Kaylee Ann
Quote:
Originally Posted by ManadartheHealer
NR is getting nerfed? No decent hex removal?
I'm gonna stack hexes until my enemy explodes (not even hex breaker can save you now fool ) |
Morganas
Well, how about countering heal ball with energy denial + NR? Perhaps with some mass necro degen thrown in for good measure.
Jwh6913
ugh I really don't like some of those nerfs
sounds like mesmers and monks worldwide is jumping for joy as their healing balls/anti disenchants will be useful again what's just 1 enchant to the 7 other vital ones? jeez. I like my spirits to work in conjunction. greater conflag/winter anyone? Not to mention it makes hell easier! maybe limit the amounts of spirits you can have out to ~ 3 summoned spirits on the ground for your own team
the elemental fixes sounds plausible- too much spike damage and aoe in chain lighting anyway.
but seeing its anet's decision, I'm not going to bitch and moan about it like a few people do.
sounds like mesmers and monks worldwide is jumping for joy as their healing balls/anti disenchants will be useful again what's just 1 enchant to the 7 other vital ones? jeez. I like my spirits to work in conjunction. greater conflag/winter anyone? Not to mention it makes hell easier! maybe limit the amounts of spirits you can have out to ~ 3 summoned spirits on the ground for your own team
the elemental fixes sounds plausible- too much spike damage and aoe in chain lighting anyway.
but seeing its anet's decision, I'm not going to bitch and moan about it like a few people do.
ICURADik
Heavy Prot monks will also come back into vogue. With Life Barriers and actively casting Life Bonds. Pretty much, ever battle is guaranteed to last 45+ minutes with decent teams involved. IMO I feel a team should be allowed to run uber NR if that's their only spirit.
Asplode
Wait, another question, if the dev interviewed is saying that Fertile Season's gonna last 15...45 seconds, and he's using a 0-16 scale, that means unless you have like...max beast, your fertile's not going to last NEARLY as long as its refresh...
-edit-
And even with max beast (which is a horrid waste of attribute points btw) it's only lasting 3/4ths of its recast, and you can't count QZ into its recast, since it'll be destroyed when fertile comes up.
...so basically, you kind of have to have oath shot in order to keep fertile up, but at the same time it doesn't allow you to spam it either, therefore...yeah.
SYMBIOSIS 4TW, YO!
-edit-
And even with max beast (which is a horrid waste of attribute points btw) it's only lasting 3/4ths of its recast, and you can't count QZ into its recast, since it'll be destroyed when fertile comes up.
...so basically, you kind of have to have oath shot in order to keep fertile up, but at the same time it doesn't allow you to spam it either, therefore...yeah.
SYMBIOSIS 4TW, YO!
Savio
Well, NR still has its use...enchantments take double energy to maintain. Makes enchant stacking harder to maintain.
Zeru
Ether Renewal left untouched? Ugh...
ICURADik
Graphic Representation:
( )=spirit T=spirit spammer [ ]=range of spirit.
(QZ).........................] T
(QZ)..[......................] (FS)T
(QZ)..[...................T ] {Uses Oath Shot}
(QZ)..[......................] T
(QZ)..[......................] (FS)T
( )=spirit T=spirit spammer [ ]=range of spirit.
(QZ).........................] T
(QZ)..[......................] (FS)T
(QZ)..[...................T ] {Uses Oath Shot}
(QZ)..[......................] T
(QZ)..[......................] (FS)T
Apathetic
I'm defenitly liking what im seeing I know this will make Pvp much much better and balanced and knowing ANet is right there to make changes, always comforting
Ensign
Quote:
Originally Posted by Blackace
I think they definetly will be more strategic uses of spirits, but at the cost of limiting combinations. They've essentially made them into elite skills with only one being active at a time which limits combinations.
|
Quote:
All Spirits: Spirit effects no longer affect other Spirits (example: Fertile Season no longer adds Health and armor to other Spirits); also, when a Spirit is cast, it destroys all other allied Spirits of the same type within its range |
Quote:
Originally Posted by Blackace
iirc, Izzy uses a 0-16 notation, and GWG uses 0-12. So at 12 Air it will be dealing less than 82 damage from now on.
|
Quote:
Originally Posted by Asplode
Cover enchant? Aegis? Chillblains? Pwned? lol k.
|
Quote:
Originally Posted by ManadartheHealer
NR is getting nerfed? No decent hex removal?
|
Peace,
-CxE
Phades
Quote:
Originally Posted by Savio
Well, NR still has its use...enchantments take double energy to maintain. Makes enchant stacking harder to maintain.
|
Mercury Angel
Quote:
Originally Posted by Phades
Unless they changed how the maximum degen works, there is still a work around for -10 pip energy degeneration, which also happens to work with alot of enchantments being active at the same time.
|
Too many confusing descriptions.
Another potential interpretation is that the casting cost of maintained enchants is doubled, which serves the purpose of making it difficult to set everything up again after all the enchantments are stripped.
A 20 cost, 4 second cast Life Bond would definitely not be fun.
It still means that multiple people in your team are going to have to take Rend, Lingering Curse, or both.
It'd be nice to grab Well of the Profane, but what're the odds of getting that off with people spamming Putrid ASAP?