Balthazar's Aura And Ether Renewal Need a nerf.

ElderAtronach

ElderAtronach

Wilds Pathfinder

Join Date: Jun 2005

Mo/Me

Quote:
Originally Posted by Ednemak
rofl, no it doesnt if ur backfire does 119
zomg a 119 backfire! Oh noes! All it takes is 5 enchants on an E/Mo for him to not care about backfire at all.

As for mesmers, I'm sure if you're skilled you can partially shut down an E/Mo or two, but there's no way to completely shut them down. You'd need 3 diversions on one E/Mo to stop all of his damage potential: 1 for draw conditions, 1 for reversal of fortune, and another one for Balthazar's aura.

If you use mantra of inscriptions and sig of humility, that's great, you've disabled his ether renewal, he's still got balth's to throw around and 4 pips of energy regen to do it with.

Weezer_Blue

Weezer_Blue

Elite Guru

Join Date: Feb 2005

Just a Box in a Cage

Hurry Up The Cakes [Oven]

A.Net needs to stop listening to bullshit threads complaining about FoTM and pull back all those alphas they ditched to test like they once did. This is rediculous. Balance the game.

lishi

Forge Runner

Join Date: Jul 2005

Quote:
Originally Posted by Thomasuwoo
It doesn't work. Ether renewal heals for more then backfire can damage.

If you can't see that there is something overpowered about the ether renewal + balths combination then you have no idea about balace.


Care to share? We've been working on anti smiting builds since it came out. My guess is you just out waited the other two smite teams.

I guess what I'm really upset about is the abhorent about of energy and health ether renwal can restore in such a short time. Rend has a cast time of 3 and ether has a cast time of one. In 2 secconds the caster can get off at least 2 spells, usually enough to complety replish his mana suplies, and health and start recasting.


Care to tell me what the hell rock is? I'd glady make the switch.

There are more Smiters in the tombs right now then there were spirt spammers in the tombs before the natures nerf. People talk time and time about a counter to smites but the only attemps at anti-smite I've seen are geomancer spikes and the Korean Quickshot build.

And judging by how often the hall changes hands I doubt their success.
actualy if backfire do 140 damage for each cast to compensate with energy storage 15 you need

Aura of restoration

and 5 other enhacement to gain the lost hp.

its possibile get 5 enhancement on you , but if you think a single skill can shut down a person you are wrong, you need also something else hammering the ele/mo. i have see 1 warrior knock down is sufficent.

Como Fort

Frost Gate Guardian

Join Date: Jun 2005

Reading, England

[mB] Mental Block

Mo/Me

All people ever do is complain, same as the Natures Renewal threads. No one ever does anything about it. Make up your own builds! The people who came up with smiting did so give them some credit. Maybe your just jealous cause you didn't think of it first!

Timoz

Timoz

Lion's Arch Merchant

Join Date: Jul 2005

E/Mo

Hehe i saw that korean quickshot build in action today, i believe the premier league guild run it...

They run around the map away from smiters and then try to hit them fast using muddy terrain and NR, it doesnt work.. although does have a high damage output.

*hint* mesmer, *hint* target the right people with mesmer. result= i guess you will see if you figure it out and use a >MESMER< properly. smite can be eaten for breaky.

.. and lol a mesmer team..?.. seen that before... doesnt work so well..

Quote:
Originally Posted by Iere
My dear Timoz, I would argue that NR was actually unbalanced.

However, I've got to say that smites can be taken down. It takes some effort, yes, because it's something people weren't accustomed to playing against-- but it's only gonna take a few guilds running smite-hate to shut down the fad.


The next flavor of the month will, of course, be full-mesmer teams. >_>;;
Heh, u think? really?.. my opinion now is that it was, but they have nerfed one thing paving the way for another as you have seen, now there is less variety of teams, or at least atm, maybe that will change later.

..if it was unbalanced before, what is it like now do you think out of intrest?

P Shizzle

Ascalonian Squire

Join Date: Jul 2005

Legion of Dark Chaos

N/Me

Quote:
Originally Posted by Damon Windwalker
Hey, I know! We should nerf everything!

Let's just get rid of all weapons and skills, and stand around hitting each other with witty remarks!

Wait - we might have to nerf them too - because they could hurt someone's feelings.

Umm - let's just go catch butterflies....

Christ, people - can't a day go by without a campaign to nerf *something*?? Just play the damn game.

HAHAHHAHAHAH i was laughing for 5 strait minutes..... hahahahahaah... wow........lol

-shizzle

Como Fort

Frost Gate Guardian

Join Date: Jun 2005

Reading, England

[mB] Mental Block

Mo/Me

Quote:
Hehe i saw that korean quickshot build in action today, i believe the premier league guild run it...
Yeah it was, but we still won. Luckily, our build needs skill and is original so theres nothing anyone can say about it ^^.

Beaten some very nice guilds recently and some nice pugs as well, mB (Mental Block) are on the way up!

KuTeBaka

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by lishi
actualy if backfire do 140 damage for each cast to compensate with energy storage 15 you need

Aura of restoration

and 5 other enhacement to gain the lost hp.

its possibile get 5 enhancement on you , but if you think a single skill can shut down a person you are wrong, you need also something else hammering the ele/mo. i have see 1 warrior knock down is sufficent.
the monk should be able to remove the hex. I always run with at least one hex removal as a monk.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

...and the problem with mesmers is that they die like flies.

goku19123

Frost Gate Guardian

Join Date: Mar 2005

Quote:
Originally Posted by Thomasuwoo
Seriously guys. Guild wars may as well be called smite wars now.

Balhazar's Aura is a nuke with power comparable to meteor show and yet it takes only one seccond to cast. Even with natures this leaves us with a two seccond gap to stop it. Sure you can stip it but...

Ether renwal. Gives our loveley smiter BOTH unlimted health and Energy. The energy I can undersatnd but why does it come with such a huge Hp bonus?

I belive Balhazars's Aura need's a longer cast time. 2 or 3 secconds.
And i belive that Ether Renwal needs to drop the HP bonus, or at the least give it a percentage ratio like Aura of resoration.

These two nerfs would leave smites as still a viable tactic but at least they'd be counterable. To any who say just make a build to counter this go run in the tombs.
Balthazar's Aura only does damage when you sit next to it and try to tank it.

Ether Renewal is the spell that needs the nerf. Nothing else in the game can compare to the amount of energy one can generate with it. Remove the health bonus associated with ER, and tone down the amount-per-enchantment energy gain per level of the ES attribute a bit.

Kakumei

Kakumei

Forge Runner

Join Date: Jul 2005

Grind is subjective

learn this please

as said smiting is a flavor of the month

people will start beating it more consistently, people will stop using it so often

and so on til the next popular build comes around

wait it out

Timoz

Timoz

Lion's Arch Merchant

Join Date: Jul 2005

E/Mo

I don't actually think this will happen so quickly, as smiting IS very powerful when used properly i think you'll see the good teams using at least single smite, dual smite will fall.

Timoz

Timoz

Lion's Arch Merchant

Join Date: Jul 2005

E/Mo

Quote:
Originally Posted by Como Fort
Yeah it was, but we still won. Luckily, our build needs skill and is original so theres nothing anyone can say about it ^^.

Beaten some very nice guilds recently and some nice pugs as well, mB (Mental Block) are on the way up!
hehe, dam straight we are.

sambotheman

Ascalonian Squire

Join Date: May 2005

war masters

W/Mo

Quote:
Originally Posted by lishi
actualy if backfire do 140 damage for each cast to compensate with energy storage 15 you need

Aura of restoration

and 5 other enhacement to gain the lost hp.

its possibile get 5 enhancement on you , but if you think a single skill can shut down a person you are wrong, you need also something else hammering the ele/mo. i have see 1 warrior knock down is sufficent.

i use less spamable skills eg protective spirt and reversal and i no i cant get the most damage out but i can cast though 1 mesmer with backfire and other mesmr skills as backfire will do less damge

UltimaXtreme

Frost Gate Guardian

Join Date: Aug 2005

balthazars aura is not a problem

ether renewal is an overpowered skill, but its easily countered

Pvp Archer

Ascalonian Squire

Join Date: Aug 2005

Ever heard of rend enchants or lingering curse? Don't cry about builds easily countered...

conker

conker

Krytan Explorer

Join Date: Aug 2005

nowhere

none

lol u ppl are so weird, first u say nerf protective bond wahhhh, now ur saying nerf smiting build, wtf is wrong with u ppl, do u guys want less ppl playing on guildwars or something.. and if u think its so cheap and its why teams always win why dont u guys just play it? also Noob nooob noooooooobs all probably rank 1's or 0's that are saying to nerf it too.. ive only seen one person tahts a rank 6+ i think rank 9 too that said nerf this but i knew he was kidding and makin fun of noobs cuz he was in a smiting group too lol... now ppl STFU about nerfing things jesus

Man With No Name

Man With No Name

Frost Gate Guardian

Join Date: May 2005

Manchester, UK

W/

Clearly 90% of the people who responded can't read...

This isn't about Smiting or the armor-ignoring holy damage.

This is about an Enchantment that gives a limitless supply of energy and healing, when used correctly by stacking other enchantments

Smiting just happens to be the weapon of choice since it doesn't cause exhaustion -- like a number of spells on the Elementalist lines...


Rend Enchantments and Lingering Curse are average counters at best -- with the former having a health hit and a long recharge time and the latter having a high energy cost and tieing up an Elite slot


With the number of people flocking to Ether Renewal -- I don't think we have to cry for nerfing -- A-Net can see the trends -- your gonna get it nerfed all by yourselves =)

Timoz

Timoz

Lion's Arch Merchant

Join Date: Jul 2005

E/Mo

Quote:
Originally Posted by conker
lol u ppl are so weird, first u say nerf protective bond wahhhh, now ur saying nerf smiting build, wtf is wrong with u ppl, do u guys want less ppl playing on guildwars or something.. and if u think its so cheap and its why teams always win why dont u guys just play it? also Noob nooob noooooooobs all probably rank 1's or 0's that are saying to nerf it too.. ive only seen one person tahts a rank 6+ i think rank 9 too that said nerf this but i knew he was kidding and makin fun of noobs cuz he was in a smiting group too lol... now ppl STFU about nerfing things jesus
I for one am rank 6+, i know others in this thread are rank 6+, we share the same opinions.. people moan about what they cannot beat again.. brings back memories

Syno Nym

Academy Page

Join Date: Jul 2005

Les Grosbilloux

R/W

Quote:
Originally Posted by Dzan
AfTHERE WILL ALWAYS BE A BUILD THAT IS THE MOST POPULAR AT ANY GIVEN TIME, LEARN TO DEAL WITH THAT FACT.
I totally agree with that. When Ether renewal will be nerfed (cause it will), we'll see another fotm. But that doesn't mean Ether renewal is a balanced skill...

Quote:
Originally Posted by Timoz
people moan about what they cannot beat again
This is just...stupid. We almost never lose to a smite group in tombs (I think it happened once against Ghostly heroes in HoH, but we were down a player), but we still hate them (Smite teams, not Ghostly heroes eh xD). When you enter tombs nowadays, you can be sure you'll face several identic smite teams. Where is the fun ? Getting to HoH is just a matter of time for any good guild now, there's not challenge, unless you fall on another guild who's not running smite.

Lebdan

Academy Page

Join Date: May 2005

Mo/Me

Quote:
Originally Posted by Man With No Name
Clearly 90% of the people who responded can't read...

This isn't about Smiting or the armor-ignoring holy damage.

This is about an Enchantment that gives a limitless supply of energy and healing, when used correctly by stacking other enchantments

Smiting just happens to be the weapon of choice since it doesn't cause exhaustion -- like a number of spells on the Elementalist lines...


Rend Enchantments and Lingering Curse are average counters at best -- with the former having a health hit and a long recharge time and the latter having a high energy cost and tieing up an Elite slot

Inspired Enchantment seems to be a better alternative ( instant recharge, no energy cost with high inspiration ), although you have to remove each enchantment 1 by 1....

http://www.guildwarsguru.com/skill/3...ed-enchantment


With the number of people flocking to Ether Renewal -- I don't think we have to cry for nerfing -- A-Net can see the trends -- your gonna get it nerfed all by yourselves =)
Ether Renewal has a recharge time of 30s. Rend Enchantments have a recharge time of 30s. Is it hard to see a coincidence here? You don't even have to wait to cast Rend Enchantments as it's obvious the Elementalist WILL use Ether Renewal as soon as it recharges. And by the time it's recharged so is Rend Enchantments. What's so hard to figure out in here?
Also, Inspired Enchantment is replaced by the enchantment you removed for 20 seconds. That means the recharge time is replaced by the time you get to use the Enchantment yourself.

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

Nerfing is pointless. Why nerf something, if it's open for everyone? If you look at the way you do, everything could be nerfed untill everything was exactly the same.

Both Ether Renewal and Balthazar's Aura are not invisible and in some builds even easy to fight against, so nerfing isn't needed. And by the way.. Is Ether Renewal still played? I don't see anyone use it.

Syno Nym

Academy Page

Join Date: Jul 2005

Les Grosbilloux

R/W

Quote:
Originally Posted by Maxiemonster
And by the way.. Is Ether Renewal still played? I don't see anyone use it.
Are you sure you're playing Guild Wars ?

Timoz

Timoz

Lion's Arch Merchant

Join Date: Jul 2005

E/Mo

I don't think he is no.

There is always going to be one strategy that most people use, the most simple one which people can use easily and get builds from forums etc. easily, its just which build its gonna be... they nerf one and people move onto another.. did you not see this coming ppl, surely you saw this was gonna happen when you complained about NR and now ppl complain about smite

EmperorTippy

EmperorTippy

Jungle Guide

Join Date: Jun 2005

Um.. I prolly shouldn't be saying this but I have a real easy way to hold the alter against any numebr of smite teams with no problem what so ever. It requires 2 sucide Necros with Well of Profane and an E/Mo with Glyph of Renewal and Vengance. The first necro sucides the second one uses Well of Profane followed by Glyph of Renewal+Vengance (If Ne/Mo only use Vengance). Repeat the process and if you alternate between Necros you can keep all enchants down indefinatly.

Its quite fun to watch the other team be like WTH when they lose as most of them are to stupid to stay out of the Well of Profane. This defeats Spellbreaker and Obsidian Flesh also. You do die very easily if you face a spike team that isnt depedant upon encahnts. But then you should know to let Well of Profane drop and use anti spike skills like Protective Spirit. What can really get you is a three way battle with 1 team being a smite team and the other being a spike team as you cant use well of profane as effectivly. You should also have a wards Elemtalist because the wards are about the same size as the Well and you can make it very bad for the other team to get within your ward/well area.

Ok now why did I just place this here. It has worked for me and my friends 95% of the time we face a smite team in tombs. IN GvG we use a different build but with the same idea and in GvG its about 85% effective.

Thomasuwoo

Krytan Explorer

Join Date: May 2005

Australia

Savior Of Souls

W/E

Quote:
Originally Posted by EmperorTippy
Um.. I prolly shouldn't be saying this but I have a real easy way to hold the alter against any numebr of smite teams with no problem what so ever. It requires 2 sucide Necros with Well of Profane and an E/Mo with Glyph of Renewal and Vengance. The first necro sucides the second one uses Well of Profane followed by Glyph of Renewal+Vengance (If Ne/Mo only use Vengance). Repeat the process and if you alternate between Necros you can keep all enchants down indefinatly.

Its quite fun to watch the other team be like WTH when they lose as most of them are to stupid to stay out of the Well of Profane. This defeats Spellbreaker and Obsidian Flesh also. You do die very easily if you face a spike team that isnt depedant upon encahnts. But then you should know to let Well of Profane drop and use anti spike skills like Protective Spirit. What can really get you is a three way battle with 1 team being a smite team and the other being a spike team as you cant use well of profane as effectivly. You should also have a wards Elemtalist because the wards are about the same size as the Well and you can make it very bad for the other team to get within your ward/well area.

Ok now why did I just place this here. It has worked for me and my friends 95% of the time we face a smite team in tombs. IN GvG we use a different build but with the same idea and in GvG its about 85% effective.

Very good idea there mate. Ether Renewal is still overpowered but it's nice to see someone offering a resonable solution.

CAT

Banned

Join Date: May 2005

KOREA

Slash Rank[DeeR]

R/Me

Too add to the bashing of the boy that cries nerf, if smiting is really that much of a problem, and in halls your getting 2v1 smiting teams. bring an anti smiting build! 2 shutdown mesmers is all you need, and you have the enemy team down to two warriors and three monks. Bring shutdown/inspiration mesmers that can keep the emos from smiting while keeping spirit of failure or empathy on the warrior, shutting down their entire offense.

Bring 3 monks, 2 mesmers for antismite, then whatever you want. You'll get beat down by other teams more often then you thought non smiting occurs.

Divine Elemental

Divine Elemental

Desert Nomad

Join Date: May 2005

Near Your House

I Used To Own [ IUTO ]

Quote:
Originally Posted by CAT
Too add to the bashing of the boy that cries nerf, if smiting is really that much of a problem, and in halls your getting 2v1 smiting teams. bring an anti smiting build! 2 shutdown mesmers is all you need, and you have the enemy team down to two warriors and three monks. Bring shutdown/inspiration mesmers that can keep the emos from smiting while keeping spirit of failure or empathy on the warrior, shutting down their entire offense.

Bring 3 monks, 2 mesmers for antismite, then whatever you want. You'll get beat down by other teams more often then you thought non smiting occurs.
the anti smite build is exactly what nublar was working on we tested it against Ki's build whihc was the best build yet IMO and we lost tho on a 12:00 min i was with 2 rank 9's too and a few IVEx/sB's wootage Peps

audioaxes

Jungle Guide

Join Date: May 2005

nothing wrong with balth aura. If you cant find a way around a smiter then god bless. Just slightly increase the casting time (2 seconds is good enough). Ether Renewell does deserve a nice nerfing though.

ak347

Frost Gate Guardian

Join Date: Aug 2005

Balthazar's aura vs. meteor shower....
Let's see: Meteor Shower does about 100 fire dmg at lvl 15 every 2 seconds with knockdown capabilities. Has long cast time.
Balthazar's Aura does 24 (i think) dmg at lvl 15 every second, dmg is irresistible. Short cast time, but there are ridiculous numbers of spells to deal with it - enchant breakers, slowing hexes (iron mist sounds about right, or deep freeze).
It's SUPPOSED to be comparable to meteor shower. What other attack skills do monks have? Or are you of the mentality "Every monk should be my healer bitch, and if he tries anything else, it should be nerfed nerfed nerfed!". It's not better than meteor shower, its just as easily countered, just in a different way. You can't expect to counter everything the same way and make that your main argument.
Ether renewal however is a tad overpowered - maybe lengthn the recharge time. Though, it can be enchant shattered, spammable spells diverted, and backfire works wonders.
There are more than 200 skills. Use them.

Shadow Devil

Ascalonian Squire

Join Date: Aug 2005

none

When questioning if a skill should be balanced out or not, the first thing you should do is comparing them with other skills in the game.

Lets start with ether renewal. Because its an elite, I shal compare it with a few other elites.

Ether prodigy: the main effect is that it gives you +4 energy regen for 10-25 seconds. 4 extra energy regenration will give you 40 extra energy in a time of 30 seconds. The disadvantages are that if you cast it, you will lose all enchantments, it causes exhaustion, and when you are unable to keep it up or it get removed, you will receive 2 damage for every point of energy you have left.
A confusing skill at first, because of the many disadvantages, it looks useless at first glance. For it to be effective you have to get experience in using this skill, use it again to soon and your energy suply will exhaust too soon, use it too late and you will get an unneeded damage penalty.
in 30 seconds, it gains you 40 energy, wich is less than ether renewal (in the best case, from about 30 to 100 energy, 15 to get enchantments ready(unless you have any one ells give you enchantments) 10 needed to activate ER, and 5 for the first skill).
However, dont exclude the advantage that ether prodigy has over ether renewal. You wont be forced to take enchantments with you (again, unless you get them from some one ells), saving a few slots on both enchantments and a spammable skill. And you wont have a large period where you dont gain any energy at all. Also, because energy renewal will get you back to full energy in whatever case, the 4 basic energy regen an ele has will go to a waste and will probably be replaced by a +15/-1 rod/artifact, So you could say they both gain about 80 energy in 30 seconds.
ER still has the advantage though, since EP will give exhaustion, you can't use a lot of other exhaustion causing spells without draining your energy for a longer period of time, and when EP will take health some times, ER will give health. EP is still recomended for spike air elementalist instead of ER though.

Elemental attunement: You can think of this skill as having twice as much energy , along with twice as much energy regen. However, if a spell fails for whatever reason, or the spell isn't an elemental spell, you wont get any energy back. From what I know, it can be stacked with other attunement spells, getting 80% of the cost back. It also leaves you without any kind of energy bonus for 15 seconds, every minute. 6 seconds every minute with the "enchanments last 20% longer" staff upgrade. A big advantage is that it doesn't use a atribute, thus making it fully usable for any ele second class. when you combine it with glyph of lesser energy, you will probably actually gain 2/3 energy for 15 energy ele skills (not tested). Again, this skill wont require you to spam enchantments and low costing skills.

I should probably explain glyph of energy now but I'm to lazy. Any ways Energy renewal only works when you maintain enchantments on you and spam a low(5/10 energy, depending on how much enchantments you are planning on keeping on you) -costing skill for 10 seconds. That would probably be a waste if you where not planning to do so to start with (low-costing healing spell, flare, water trident, echo, ect). Elementalist primary's are known for casting spells without fearing to run out of energy, so elite energy enchantments that make sure you wont run out of energy was to be expected. I think instead of nerfing ER they should take at least one disadvantage of EP or lengten the time.


Balthazar Aura:

This spell is unique in a lot of ways. but in short, the damage it causes is higher than most elemental AoE spells. Even meteor shower only does more damage when there is no elemental defence. Shortly, because it ignores armor against elemental damage, it is the most damaging AoE spell in the game. Because the AoE is around a player, it wont be as easy to simply step away from it as the other AoE spells, since the player will simply move with you. It has faster casting speed and less recasting time than the other comparable AoE spells (meteor shower, fire storm, eruption, mealstrom, searing heat), doesn't cause exhaustion, last 10 seconds and hits 10 times (instead of 5 seconds like eruption and searing heat and hit 3 times in meteor shower), does around the same amount of damage per hit (22 at lvl12) as most AoE spells, but ignores armor (beginning to understand while it is called overpowered a little?). Because its an enchantment, it can be removed by either a spell or killing the one who has the enchantment, and the aura's can't be stacked. Comparing those few disadvantages with all the advantages it has over the other AoE spells, I repeat that it can be called the most damaging AoE spell of the game... at the moment anyways...

When Chain Lightning was nerfed, Anet explained that they wanted fire to be good against groups, and air to be good against single opponents.
Monks smiting spells are probably used to let the enemy take damage because THEY are attacking. Zealots fire and Balthazars aura are meant to keep mellee fighters scared of getting to close to certain enemies, to keep them from rushing to monk, not for being a replacement of fire magic for AoE spells. That is probably why Anet will balance those smiting spells out, to get them for countering attacks and keep them from being a replacement of fire magic, if not by making BA weaker, by making Fire stronger.

Symbol

Jungle Guide

Join Date: Aug 2005

Renewal becomes abusive when you start getting above three enchantments, combined with a fast cast/low recharge spell that actually does something useful. Note that you can't abuse this using elementalist skills. Flare and stone daggers require 1.75 seconds per cast and do crap damage. You can fit five of them into ER's duration, but you'll won't be doing anything useful during that time.

Compare to elemental attunement I feel that ether renewal is relatively balanced (at least with a cap on the number of enchantments). You can potentially get more energy back but it's more vulnerable to enchant removal and requires you to base your build around fast casting spells, as well as using up a couple of slots for enchants.

ER becomes ugly when you have .25 second spammable spells (like draw conditions/divine boon) that trigger effects like zealot's fire.

Quote:
I think instead of nerfing ER they should take at least one disadvantage of EP or lengten the time.
I too would like to see a better prodigy, but I think that ER should have a cap on the number of enchantments it takes into account, say 3 or 4. After a certain point the energy gain is just gravy, but the big self heal per cast can get a little silly.

MoldyRiceFrenzy

MoldyRiceFrenzy

Wilds Pathfinder

Join Date: Feb 2005

Santa Rosa, CA

Confusion in The Ranks[tArD]

Mo/W

Quote:
Originally Posted by Tactical-Dillusions
Why does everyone seek to get every skill nerfed just because it gives them a challenge when they face it in combat?
Carry on folks and all we will have is a set of boring skills which are all the same. One sword attack, one axe attack, one smiting spell, one healing spell... do you really want that?
If you don't like Balthazars aura, hamstring them and run away.
exactly there are always ways to counter it anyways u just will have to find it =) and i leave all that dedication up to you guys

Shadow Devil

Ascalonian Squire

Join Date: Aug 2005

none

moldy: Every skill can get countered (every skill can be interupted), thats just the way the created made the game. But because you can counter every skill doesn't mean every skill is balanced. I agree people don't always ask for nerfes for the right reason, but not weakening or strengthning unbalanced skills or skill builds, won't make the game better.

I belief that certain skill or skill builds should be weakened because the result is too powerfull than it was meant to be. Like the fragility build will always be powerfull because it will do big damage in a short time and leaves a lot of conditions afterwards, but I dont think it should quickly kill a person in a couple of seconds using only a few hexes like it does now. And BA should create a lot of damage for the mellee attackers that are bashing the enchanted ally, but not create an offencive by getting the warrior do a lot of extra damage almost un-avoidable damage with it.

Symbol: I think that ER is meant for E/Monks, because the monk skills are known for low costing, fast recharging spells and their enchantments. You can rely on your maintainance enchantments where it doesn't matter if you rape the recharge time if you can get all your energy back(ER is meant to do that) every 30 seconds. Because Zealots fire is fire damage, it wont do much more damage (less damage actually) than spamming flare and now divine boon and draw conditions have a 1 sec recharge time, so I think flare is about as spammable(if not more) as those two. Even while spamming other monk skills, you wont heal more than a normal protecion/healing monk simply because of the divine favour boost and skills. The reason I think why E/Mo are so succesfull in pvp atm is because of balthazars aura, wich still IMO is a bit unbalanced compared with other offencive AoE skills.

seekiiboy

Frost Gate Guardian

Join Date: Jul 2005

here and there

NA

W/Mo

if you gonna nerf Balhazar's Aura...
i think all mages should have a 10-20 decrease in energy base.
since we're on the subject...or better yet...
lets have bonnettis defence give 20 energy per successful evade and
change the recharge time on "i will survive" down to 2 seconds.

Charcoal Ann

Charcoal Ann

Wilds Pathfinder

Join Date: Jul 2005

In a World of BADGERS!

Eternal Flame Brotherhood

Balthazars Aura doesn't do all that much more dmg than Symbol of Wrath.
you pay another 20 energy for a short cast time and longer DoT.

personally i like Balthazars Aura. and in no way is it comparable to Meteor Shower. Balths does a max of 250 dmg to non undead while meteor shower does over 300 dmg and 3 knockdowns.

what does need changed is Holy dmg ignoring armor.
and Ether.

PicardSunstar

Frost Gate Guardian

Join Date: Jul 2005

Renewal was already nerfed once.....

Shadow Devil

Ascalonian Squire

Join Date: Aug 2005

none

seekiiboy: try to explain a bit why you are thinking that, I can't immediatly lay the connection between weakening BA and decreasing max energy of mages and strenghtening bonneties defence and I will survive.

Charcoal Ann: Symbol of Wrath has very different effects than BA. SoW can only used on yourself, that with the long casting time makes chasing the enemy for full damage very difficult, especially because you have only 5 chanses (1 every second) to get close to the enemy to put damage. SoW is better used to scare mellee enemies away, for it to be put into offencive you need some one knocking and slowing the enemy down.
Meteor shower has a recharge time of 60 seconds, BA 15 seconds, so over the whol battle BA does much more damage. Meteor shower causes exhaustion has 4 seconds longer casting time. When you notice a meteor shower over your head, you have 3 seconds to get out of there before you get any damage and are knocked down, wich is easely done. And of course, holy damage ignores armor. Because of those reasons BA does a lot more damage than meteor shower through the whole battle in avrage conditions.