Thoughts on new skill update

Inspirational Muse

Inspirational Muse

Ascalonian Squire

Join Date: Sep 2005

Legends of the Forgotten

Me/E

So basically...they nerfed mesmers greatly. Energy denial skills were greatly nerfed. Now energy tap makes them lose 4-7 energy and gives you 2 energy for each one they lost. Energy drain is 4-10. Both of their recharge times are 30 seconds now. Ether feast only drains 3 energy now. Hex breaker's recharge time is 15 seconds now...eek. Although I do agree 5 seconds was rather short, making it very abused. Diversion is no longer spammable!! It's casting time is 3 now...ouch. 10 sec recharge. Fragility is more spammable but does less damage. These are the main ones they changed. Looks like they thought energy denial was a lil' too powerful.

The ele skills they changed have mostly been improved, except Ether Renewal, for obvious reasons. HELLOOO Kinetic Armor! 20-80 armor gained now. Magnetic Aura has greatly improved..5 energy cost, .25 casting time, 5-20 duration. Glyph of Renewal is ...insane. Now recharges next spell INSTANTLY. A little more worthy of being an elite. Mind Freeze now is 90% slow down..OUCH. Ice spear and Frozen burst's damage were improved.

I would comment on other's, but being that I play these 2 the most, it seemed appropriate for me to mention them. Any other thoughts on these and other classes' skills?

Vermilion Okeanos

Forge Runner

Join Date: Feb 2005

Energy denial is just fine. Energy stealing got nerfed. But the energy gain from stealing is just fine... those 2 skills was quite a skill thou... it was offensive and defensive at the same time... not anymore

Glyph of renewal really open up alot of windows/doors...

Personally I don't think the mesemer nerf effect me in any ways... (I do use mesemer quite occassionally... except my style are more radical =/)

Rodgort's invocation really got a secret upgrade from 5 sec cast to 3 sec cast... interesting.

Kinetic armor is madness... really madness... the best chance against it is interrupt the user constantly with ranger (assuming the kinetic amor user also brought obsidian flesh with him/her).

Mind freeze is AoE's best friend.

No more machinegun Ranger (although it was only a minor drawback in my opinion). Woot for .75 sec skill delay like caster! ... ?

I love the new skill monitor...

JYX

JYX

Krytan Explorer

Join Date: Mar 2005

Quote:
Originally Posted by Vermilion Okeanos
Energy denial is just fine. Energy stealing got nerfed. But the energy gain from stealing is just fine... those 2 skills was quite a skill thou... it was offensive and defensive at the same time... not anymore
Eh no. I couldn't care less how much energy my monk stole, its how much energy he gets thats the problem. Check it: at 10 inspiration inspired hex and energy drain:

11 / 30 * 3 = 1.1 pips of extra e
6 / 20 * 3 = 0.9 pips of extra e

grand total of 2.0 pips

offering of blood

11 / 20 * 3 = 2.2 pips of extra e

using 1 skill...less conditional on enemy having e. no need to target enemies and divert attention from healing. 1/4 second casting time. Anyone see a clear cut winner here?
Quote: Originally Posted by Vermilion Okeanos Personally I don't think the mesemer nerf effect me in any ways... (I do use mesemer quite occassionally... except my style are more radical =/) Good. Now for the rest of us...crappy diversion? More expensive soothing images? Muchos poo energy draining? I'll take a ranger thanks.
Quote: Originally Posted by Vermilion Okeanos Kinetic armor is madness... really madness... the best chance against it is interrupt the user constantly with ranger (assuming the kinetic amor user also brought obsidian flesh with him/her). I like it.
Quote:
Originally Posted by Vermilion Okeanos
No more machinegun Ranger (although it was only a minor drawback in my opinion). Woot for .75 sec skill delay like caster! ... ? Nah, still works...kinda. For pure damage maybe you'd be better off with Quickshot now, I don't know since I don't actually have it. Either way its not possible to continually gun people down like it was before. Ok I suppose, the nerf could have been worse.
Quote:
Originally Posted by Vermilion Okeanos
I love the new skill monitor... Yup, ranger interruping is t3h s3x

aeronox

Frost Gate Guardian

Join Date: Jul 2005

energy gain is the same, but energy stealing is less... half my current skillbar has been made useless, including signet of weariness! like they needed to discourage mesmers any more, they've now removed the coolness of denying energy.

i'm also happy they've made water magic more powerful, i can't sell those green water items but something tells me ice golems and ice imps were annoying enough already, now they cast rust easily and the ice attacks are better

i am at a loss for what to do with my mesmer now, i was REALLY enjoying energy denial in PvE. the gained energy means nothing, all i want to do is take theirs away from them. i can't believe they halved this effect..... grumble

side note: i don't wana play mesmer any more, my first and favourite character just became my least favourite, wth

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

I dont like it that they nerved hex breaker ...
Always loved that skill, gotta go back to remove hex -.-

Guizzy

Guizzy

Frost Gate Guardian

Join Date: Aug 2005

Quebec

Me/E

It's not as if mesmers were overpopular. However, I guess the preemptively nerfed them because they feared they will become, as some have predicted, the FotM.

But with such nerfs... I'm glad I'm playing my secondary; cause I'd be screwed.

Kinetic armor is much, much more interesting, now! I can't imagine how my ultimate tank earth would have fared with such upgrades! (Order of enchants: Earth Attunement, Kinetic Armor, Arcane Echo, Obsidian Flesh, Armor of Earth)

octaviancmb

octaviancmb

Frost Gate Guardian

Join Date: May 2005

Me/

Quote:
Originally Posted by Dont Look At My
I dont like it that they nerved hex breaker ...
Always loved that skill, gotta go back to remove hex -.- Nah, just use the now insanely powerful Holy Veil. Cast it and remove it. 5 mana. Cools down every 10 seconds. Unlinked to any attribute. Or just leave it on yourself. For one pip of energy regen, you gain pretty much solid protection from all dangerous hexes. (Backfire and Diversion become six second casts and Arcane Conundrum and Migrane become four second casts on you, Necromancer hexes already have long casting times anyway, and you'll also be reasonably defended from the new hydromancers.)

cmb

Timoz

Timoz

Lion's Arch Merchant

Join Date: Jul 2005

E/Mo

I like the fact interrupt rangers have been nerfed as especially in the hoh it'l require a little more skill than before (still think it should be changed to a one on one but still)
Water eles.. they needed more damage and buffing up as before they were only good for relic runs or combining with other eles. I hope to see more of them.

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

Quote:
Originally Posted by octaviancmb
Nah, just use the now insanely powerful Holy Veil. Cast it and remove it. 5 mana. Cools down every 10 seconds. Unlinked to any attribute. Or just leave it on yourself. For one pip of energy regen, you gain pretty much solid protection from all dangerous hexes. (Backfire and Diversion become six second casts and Arcane Conundrum and Migrane become four second casts on you, Necromancer hexes already have long casting times anyway, and you'll also be reasonably defended from the new hydromancers.)

cmb why powerfull now????
did they change something on it?
because normally Holy Veil is a crappy skill.
2x longer cast time of hexes suckz, you get them anyways.

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

Quote:
Originally Posted by Guizzy
It's not as if mesmers were overpopular. However, I guess the preemptively nerfed them because they feared they will become, as some have predicted, the FotM.

But with such nerfs... I'm glad I'm playing my secondary; cause I'd be screwed.

Kinetic armor is much, much more interesting, now! I can't imagine how my ultimate tank earth would have fared with such upgrades! (Order of enchants: Earth Attunement, Kinetic Armor, Arcane Echo, Obsidian Flesh, Armor of Earth) and where stays the energy management ??? -.-

Guizzy

Guizzy

Frost Gate Guardian

Join Date: Aug 2005

Quebec

Me/E

Stays in not having to cast much more than a stone daggers here an there to keep Kinetic up. T'was a PvE tank, you see...

With Kinetic's new added strength, it'd be able to tank an insane amount of mob (with them doing like 1 damage). I mean, +80 armor!

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

*Calls for the new FARM abuse*
It's sad but it is like that.
Well my farm char has always been an earth ele with:
armor of earth+kinetic. you had like +120 armor.

and it worked fine, noone knew the build, now as kinetic got overpowered up, people will go for it too.
As there are only 2options: low health or normal health with ubaa armor
very risky vs easy one. Which one do you think will people take?

wsmcasey

wsmcasey

Jungle Guide

Join Date: Jul 2005

Right behind you.

HeRo

W/Rt

Balthazaurs Aura is now a 2 second cast time with a 25 second recharge. I can still solo farm with my monk, but I have to use more skill and timing to get it right.

The damage on Dust trap was almost cut in half. I have no idea why they would do this, it already cost 25 energy to set the damn trap, now its useless since it doesn't deal damage, I'll just use throw dirt for blinding and set extra traps that cost less energy than 25 from now on.

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

Quote:
Originally Posted by Dont Look At My
why powerfull now????
did they change something on it?
because normally Holy Veil is a crappy skill.
2x longer cast time of hexes suckz, you get them anyways. Because now when you remove the enchantment it removes a hex from you....plus it only costs 5 energy and 1 sec to cast.

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

First off all I have to say is HOLY CRAP what an update! I have to go back and study this some, because now, some skills may be replaced. I love seeing the target enemy's skill being charged! Last night as a ranger I could see when the warriors were trying to use their healing signet, and canceled them everytime before they could finish casting! The further you were the more likely they were to finish the casting so I learned to get point blank to interrupt. Here are other skills you all will find may affect your current characters for better or worse and a description:

Searing Heat - Removed Exhaustion.- This is now a great skill!

Glyph of Renewal – Now instantly recharges next spell.- - Ummm...if I'm reading this right, now an ele can have "echo" and a different secondary! WOW!!!

Ice Spikes, Frozen Burst, Shard Storm, Deep Freeze, and Ice Prison – Fixed a bug that prevented these spells from slowing more than 50%- I never thought my spells worekd properly and left water Ele for this reason!

Divine Intervention – Decreased Energy cost to 5- Can you say vengence/Divine Intervention monks?

Live Vicariously – Decreased Energy cost to 5. - Custom made now for a warrior! Just use it like you do Endure Pain!

Holy Veil – Decreased Energy cost to 5; decreased casting time to 1 second; increased recharge to 10; added additional effect of removing a Hex when it expires. - When expires or when removed?....if when removed, this could be a useful skill for running!

Balthazar's Aura – Increased casting time to 2 seconds; increased recharge to 25. - Ouch!, this will make farming so try not to attract too many at a time until you get it down.

Endure Pain – Increased duration to 7..18 seconds.-A great warrior skill is now ever better!

The skill monitor now uses animations to indicate when a skill completes successfully or is interrupted during casting. - As stated above, this is the best new FIX that they have added!

When you cast a Hex or Enchantment that stays on a character and deals damage or performs healing, you can now see floating numbers showing the result of that damage or healing.
When your pet damages another character, you can now see floating numbers showing that damage.
When you cast a spell that boosts or drains the Energy of another character, you can now see floating numbers showing the Energy change. - Now we mesmers, necros, and monks can see exactly what we are doing! I can now see the results of Mark of pain, Conjure Phantasm, Spiteful spirit....etc...about time! I'd love to see some pictures showing what these skills look like in use!

Healer henchmen now prioritize healing party allies whose death would result in mission failure.- Nice, now you don't NEED real monks for thunderkeep or other missions!

Mercury Angel

Mercury Angel

Avatar of Gwen

Join Date: Apr 2005

Wandering my own road.

Quote:
Originally Posted by ChoKILLate[FDG]
Searing Heat - Removed Exhaustion.- This is now a great skill! How is it a great skill? o_O

30 damage per second, only burning on the 5th second, 5 seconds total. With such a horribly slow (30 seconds) recharge, if I were going to use this...
I'd grab Rodgort's Invocation instead. Instant damage over a large area, and it recharges in 15. Rodgort's never caused exhaustion, and it only takes 3 seconds to cast now.

As it were, neither skill is very impressive.

Bast

Bast

Lion's Arch Merchant

Join Date: Apr 2005

The changes to Energy Denial make it actually take skill and timing now instead of just spamming it as much as possible. Now a Denial Mesmer has to actually be good. It's pretty obvious that Energy Denial was heavily overpowered before. Now it's still a strong tactic but not ludicrously powerful like it was.

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

Quote:
Originally Posted by ChoKILLate[FDG]
Because now when you remove the enchantment it removes a hex from you....plus it only costs 5 energy and 1 sec to cast. I can't play at the moment, so I didn't know what change is about.
And yes It is a very useful skill now. If I had the place in my skillbar I would put in Holy Veil, Hex Breaker and Remove Hex.

you're likeley to not be affected by hexes =D
but as they nerfed hex breaker, you will have to use remove hex sometime -.-

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

Quote:
Originally Posted by Mercury Angel
How is it a great skill? o_O

30 damage per second, only burning on the 5th second, 5 seconds total. With such a horribly slow (30 seconds) recharge, if I were going to use this...
I'd grab Rodgort's Invocation instead. Instant damage over a large area, and it recharges in 15. Rodgort's never caused exhaustion, and it only takes 3 seconds to cast now.

As it were, neither skill is very impressive. On stationary groups (the same groups you would use meteor shower on) this does 150 damage, then they are set on fire fore 3 seconds...but yeah, great is a bit of an over statement given some of the other fire skills.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

I've noticed a lot of eles using Rogdorts now, they must really like that new casting time.

Holy Veil has potential, you set one up and maintain and wait till hexed. You don't like the hex cast, drop the enchantment to remove the hex and put it back up. Not quite hex breaker, but any mo/x can utilize it.

Riposte and Deadly Riposte... wow, talk about spike damage when you throw them both up at once. I love these two before, but now they take down aatxe a lot faster.

Dolyak Signet, used it before for the knockdown mainly (abyssals, what a joke), but now EVERY warrior should be carrying this if they're going to be tanking.

I'm quite tempted to make a hydromancer, wanted to before but making a monk got priority.