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Genesis_Dragon
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| Skill Balances for Early April |
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From a Dev Update on the Official Wiki
| QUOTE | Following our continued observation of the Guild Wars ladder and tournament play, we intend our April skill balance updates to resolve current game issues and increase the usefulness of some underpowered skills. These changes will remain in place for the week, and if they are successful, they will remain in the game permanently. We will continue to monitor the state of the game and make adjustments as needed. In our next update, we hope to add additional PvE-only skills to allow more attractive options for cooperative play, as well as begin adjusting some skills to make them more viable in cooperative play.
The skills below will be changed with this week's game update.
Assassin:
* Assassin's Remedy: now works on the next 1..10 attack skills. * Black Mantis Thrust: decreased Energy cost to 5. * Dancing Daggers: increased damage to 5..35. * Golden Lotus Strike: decreased recharge time to 10 seconds. * Jagged Strike: increased Bleeding duration to 1..15 seconds, decreased recharge time to 1 second. * Malicious Strike: increased damage to 10..30. * Recall: changed functionality to "While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill." * Sharpen Daggers: now works on the next 1..10 attack skills. * Signet of Toxic Shock: decreased recharge time to 15 seconds.
These changes are part of larger movement to make the Assassin's lead-to-off-hand attack combination a more attractive option. If these changes are successful, future balance updates will continue to improve upon these types of skills. Recall was a balance concern because it was difficult to recognize (there was no actual Enchantment on the teleporting player), and because those facing Recall could do nothing to prevent it. Now it can be removed in order to send the Assassin back prematurely to where he started.
Dervish:
* Avatar of Balthazar: increased duration to 10..90. * Avatar of Dwayna: increased duration to 10..75. * Avatar of Grenth: increased duration to 10..45. * Avatar of Lyssa: increased duration to 10..90. * Avatar of Melandru: decreased Health bonus to 100. * Grenth's Grasp: decreased recharge time to 10 seconds. * Natural Healing: increased the amount healed for to 40..150 Health, decreased recharge time to 5 seconds. * Onslaught: Decreased Energy cost to 5. * Pious Haste: increased duration to 5..12 seconds. * Rending Sweep: increased recharge time to 10 seconds. * Vow of Silence: decreased casting time to .25 second. * Vow of Strength: increased duration to 20 seconds. * Zealous Vow: increased duration to 20 seconds.
We're attempting to further equalize elite power in the Dervish line, starting with longer durations on the lesser-used avatars. Avatar of Melandru has become a bit harder to kill than we'd like while transformed. To counter this, we've decreased the amount of its Health bonus slightly. Onslaught and the Vow series of skills were underpowered elites in comparison, so we've boosted its power slightly to see if that makes them more viable. Rending Sweep proved an extremely powerful, non-elite alternative to Avatar of Grenth and received a significant increase to its recharge time. Natural Healing was improved to add a self-sufficiency option into Wind Prayers, Pious Haste received a slight duration increase to make it more manageable, and Grenth's Grasp was changed to bring it up to something more worthy of an elite skill.
Elementalist:
* Armor of Mist: decreased casting time to 1 second. * Conjure Flame/Frost/Lightning: increased damage to 10..25. * Glyph of Lesser Energy: now reduces the cost of your next 2 spells by 10..18 Energy, based on the Energy Storage attribute. * Mind Blast: increased damage to 15..75.
While Glyph of Lesser Energy has been very successful in diversifying elite selection on Elementalists and bringing more high-cost skills into play, it has also enabled a few overpowered skill combinations for secondary Elementalists. We believe this change will address these overpowered combinations without removing Glyph of Lesser Energy as a viable option. Mind Blast was adjusted to bring it line with other low-recharging damage skills. We felt that damage-addition skills didn't add enough to be a viable option, so we raised their damage amounts. Finally, Armor of Mist should now give a good speed boost to Water Magic characters, particularly flag runners.
Mesmer:
* Auspicious Incantation: changed to "For 20 seconds, the next spell you cast is disabled for an additional 10..5 seconds, and you gain 110..200% of that spell's Energy cost." * Diversion: increased recharge time to 12 seconds. * Ether Signet: decreased recharge time to 45 seconds. * Keystone Signet: decreased recharge time to 20 seconds. * Guilt: duration changed to 6 seconds, decreased recharge time to 25 seconds. * Mistrust: duration changed to 6 seconds. * Shame: duration changed to 6 seconds. * Shared Burden: decreased Energy cost to 10. * Signet of Clumsiness: increased damage to 15..60. * Spirit of Failure: Decreased Energy gain to 1..3, increased recharge time to 20.
The Diversion/Mantra of Recovery combination was proving to be slightly overpowered, so we changed Diversion's recharge time to compensate. One-time effect Hexes such as Shame, Mistrust, and Guilt have similar issues, so their duration has been changed to a flat 6 seconds. We simplified the description for Auspicious Incantation, and Signet of Clumsiness received a small damage boost to improve viability of the anti-melee and PvE varieties of Mesmer. Spirit of Failure received an increase to its recharge time and a decrease to its Energy gain, making it a little more difficult and less rewarding to spread this Hex everywhere. Keystone and Ether Signet's recharge time have been reduced to encourage the use of these lesser-used Signets, and Shared Burden has been reduced in cost to make a more attractive, elite alternative to Imagined Burden.
Monk:
* Zealous Benediction: decreased Energy gained to 7. * Convert Hexes: decreased casting time to 1 second. * Deny Hexes: attribute changed to divine favor. * Reverse Hex: decreased casting time to .25 second. * Reversal of Damage: decreased recharge time to 6 seconds. * Signet of Rejuvenation: increased the amount of unconditional healing to 15..75. * Smite Hex: decreased recharge time to 12 seconds.
Zealous Benediction is simply too powerful, so we've reduced the amount of Energy gain it supplies. This, combined with the change to Glyph of Lesser Energy, should help to diversify Monk elites. We wanted to improve a few of the less attractive Hex-removal options without increasing the pacing of Hex removal overall. Reverse Hex adds a quick-casting 10 Energy option, and the improved casting time for Convert Hexes makes it more usable for multiple removals. Smite Hex was improved to match the pacing of Holy Veil, and Deny Hexes was moved to the Divine Favor attribute to give it a guaranteed removal and better synergy. We added additional healing to Signet of Rejuvenation, making it a better zero-Energy option for Healing Prayers. In a similar vein, Reversal of Damage received an improved recharge time to give Smiting Prayers a more usable, low-recast skill.
Necromancer:
* Animate Bone Horror: decreased Energy cost to 10. * Animate Vampiric Horror: decreased Energy cost to 15. * Enfeebling Touch: decreased recharge time to 5 seconds. * Mark of Fury: decreased Energy cost to 5. * Mark of Subversion: changed duration to 6 seconds. * Poisoned Heart: decreased Energy cost to 5, decreased recharge time to 12 seconds. * Price of Failure: increased recharge time to 20 seconds. * Reckless Haste: increased Energy cost to 15.
Soul Reaping: now only provides Energy at a maximum rate of once every 5 seconds. Soul Reaping's synergy with Spirits and minions opened up a lot of builds that simply never ran out of power. Spirits still provide half Energy, and with Soul Reaping's Energy gain limited, a player death will now provide more net Energy, which we believe will help Soul Reaping get closer to its intended function. Mark of Fury was strictly inferior to Dark Fury, so we reduced the cost of Mark of Fury in hopes that this improves its playability. Mark of Subversion was changed to match the duration of Diversion, Shame, Mistrust, and Guilt, which keeps these one-time Hexes consistent with one another. Reckless Haste had its cost increased, and Price of Failure received a duration decrease to make it more difficult to keep these powerful Hexes on a large number of people. Poisoned Heart became cheaper and now recharges faster for some fun, creative play, and Enfeebling Touch has been improved so that it's more in line with other applications of Weakness.
Paragon:
* "They're on Fire!": now only affects party members. * Anthem of Envy: damage bonus increased to 10..25. * Anthem of Fury: decreased recharge time to 10 seconds, now only affects party members. * Anthem of Flame: now only affects party members. * Anthem of Guidance: now only affects party members. * Crippling Anthem: now only affects party members.
This small adjustment to the Paragon was made primarily to deal with Spirit/Chant issues. Since all Spirit attacks count as attack skills, these Chants were making offensive Spirits more powerful than they were intended. Anthem of Fury also received a slight recharge decrease to allow it to fuel Echoes more effectively, and Anthem of Envy's damage bonus was increased to reflect the difficulty of meeting the skill's condition.
Ranger:
* Antidote Signet: decreased recharge time to 4 seconds. * Archer's Signet: decreased casting time to 2 seconds, skill disable time improved to 15..5. * Bestial Pounce: decreased Dazed duration to 4..10 seconds. * Disrupting Lunge: increased recharge time to 10 seconds. * Heal as One: decreased recharge time to 8 seconds. * Lightning Reflexes: decreased recharge time to 30 seconds. * Needling Shot: damage bonus increased to 10..30. * Otyugh's Cry: changed to "For 10..25 seconds, all allied animal companions gain +24 armor and cannot be blocked." * Pestilence: changed to "Create a level 1..10 Spirit. When any creature within its range dies, Conditions on that creature spread to any creature in the area already suffering from a Condition This Spirit dies after 30..90 second[s]." * Spike Trap: increased damage to 10..40. * Trapper's Focus: increased duration to 10..25 seconds. * Tripwire: increased damage to 5..20. * Viper's Nest: increased damage to 5..35.
While we've been pleased to find the Ranger seeing more play, we felt the skill diversity for this class was limited. The addition of the new pet controls caused us to scale back the interrupting pet skills, and allowed us to rework Otyugh's Cry into a much more useful skill. Antidote Signet was strictly inferior to the Paragon's Remedy Signet, so we reduced its recharge time to match. The trapper role is something we're looking to improve, so in this update we've improved the Condition duration or the damage of the least-used Trap skills. Heal as One now has an improved recharge time to put it more in line with other self-heals and add some additional options for the Beast Mastery line. Needling Shot's damage bonus was not quite good enough for its conditional effect, so we improved that to give Bow Rangers another damage option.
Ritualist:
* Brutal Weapon: increased damage to 10..25, increased duration to 1..45 seconds. * Consume Soul: decreased recharge time to 2 seconds. * Spirit's Strength: increased damage to 5..35.
We wanted to improve a few niche skills in the Ritualist line, and we think we've accomplished that with these changes. Consume Soul is very specific skill, so we reduced its recharge time to make it more effective at removing Spirits from play. The fact that Brutal Weapon cannot stack with Enchantments is a bigger drawback than we'd originally thought, so we gave this skill a slight damage boost and a significant duration increase. Spirit's Strength is a fun, niche skill for some builds, and we wanted to make it more rewarding for players who choose to try something creative and different.
Warrior:
* "Shields Up!": decreased duration to 5..11 seconds, and reduced armor bonus to +24. * Barbarous Slice: increased damage to 5..30. * Crippling Slash: now also inflicts Bleeding. * Dwarven Battle Stance: increased attack speed boost to 33%. * Heavy Blow: decreased adrenaline cost to 5 strikes. * Mighty Blow: increased damage bonus to 10..40. * Savage Slash: decreased recharge time to 15 seconds.
"Shields Up!" was proving to be a frustrating form of passive defense, and since one of our overall goals has been to reduce passive defense and support active defense, we felt it important to reduce the raw power of this Shout. Barbarous Slice was an inferior sword attack that we wanted to improve, and we felt that increasing its damage was a way to make it a more likely option for causing Bleeding. Crippling Slash also now causes Bleeding in order to improve its versatility and to make it more likely for players to equip it. We decreased Savage Slash's recharge time to put it more in-line with other melee interrupts, and Dwarven Battle Stance was given a full 33% attack speed bonus both to take more advantage of the interrupt quality and so that it acts as a full-fledged attack speed increase skill. Because of Heavy Blow's conditional nature, we reduced its adrenaline cost slightly, and lastly, Mighty Blow was given improved damage to put it on par with the recently improved Strength attack skills. |
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| 04/04/07 15:20 |
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Demon Slaya of God
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| RE: Skill Balances for Early April |
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Yay, It seems that both my favorite prof (Rit and Ranger), have been buffed, not nerfed yay
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| 04/04/07 15:24 |
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eiirish
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| RE: Skill Balances for Early April |
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I like the updates!
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| 04/04/07 15:25 |
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Mysterious Guy
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| RE: Skill Balances for Early April |
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monks with ZB are getting slahed, those who use GoLE are getting slashed (especially monks) rangers are fine, and actually they get better in my view
nice job on locating the info
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| 04/04/07 15:29 |
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Evil Geek
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| RE: Skill Balances for Early April |
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Too much good news in one day :)
I'm loving the approach they are taking with these updates, the only thing I see that I'm a little (and I mean a little) concerned about is the change to Soul Reaping, until Ive experienced it I can't comment. Until then i'm loving everything else I'm seeing, lots of buffs to underused skills, a real emphasis on fun with these changes.
My Ranger may proceed past lvl 17 as the only build that I really started to like was a trapping build and there are loads of buffs to those :)
I'd like to see more fun damage dealing skills for Mesmers, make them feel a little bit more like their 'in the moment' on the battlefield, Mesmers are brilliant but for PvE they have lacked....
Nice one Anet, gonna be fun :)
• Guild Wars: Mutants [MU] • Age of Conan: Ampian Forerunners •
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| 04/04/07 15:34 |
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Jtbishop
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| RE: Skill Balances for Early April |
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Idk about you guys but i breathed a large sigh of reief after i passed the ritualist section and didnt see VwK getting changed. I will sleep happily tonight.
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| 04/04/07 15:45 |
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vorsty
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| RE: Skill Balances for Early April |
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ohh ... looks like spiritway got a good blow from the nerf stick, finaly balanced can get some wins again in HA ;p
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| 04/04/07 15:45 |
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Charlotte The Harlot
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| RE: Skill Balances for Early April |
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Finally GolE was totally over powered for an ele secondary and everything else was adjusted properly especially assassin which seamed to get some updates intended for a less of a get in spike get out type of play they normally see. An all around good update.
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| 04/04/07 15:49 |
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cswella
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| RE: Skill Balances for Early April |
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Looks good overall.
Assassins: Mixed feelings, Recall is now easier to counter, and Jagged Strike is much better now. But this update won't make me want to play assassins anymore than I already do. I rarely play it.
Dervish: Overjoyed. The only nerf is to Avatar of Melandru, but I never really used that avatar for the health boost. Vow of Silence is gonna be much easier to maintain.
Elementalist: Disappointed. This is gonna be the one people complain about most. Glyph of Lesser energy was an amazing non-elite energy management. Now that it's attached to Energy Storage, it's usefulness goes kaput. Now I'll have to go back to the Mantra of Recall/Ether Signet build for my monk builds.
Mesmer: Yet again, Mesmers get diddly. Please Anet, make me want to play mesmer PvE again!!!
Necromancer: The Soul Reaping change doesn't really affect my PvE builds. Things usually die every 5 seconds or more. So if you're not relying on a constant use of Soul Reaping, this has no effect. And in PvP, it's about time people start using the powerful Energy Management skills they have.
Paragons: No real change.
Ranger: Otyugh's Cry is amazing now. I'll be using this with every Beast Mastery Build I use. Heal as One is also good. Pestilence, though I never used, now gets a similar change as Edge of Extinction.
Ritualist: Nothing really.
Warrior: Ouch, Shields Up change really hurts. I'll have to consider using that one in the future. Maybe I'll take out Shields up and put Dwarven Battle Stance in. :P
Panda Points x 7
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| 04/04/07 15:56 |
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michaelw
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| RE: Skill Balances for Early April |
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wahahaha less ZB monks around, and dervs have been super-powered, time to dust off my derv and do something with it, this is the least annoying skill update ever (well for me at least)
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| 04/04/07 15:57 |
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mwpeck
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| RE: Skill Balances for Early April |
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Finally some change:
| QUOTE | | Soul Reaping: now only provides Energy at a maximum rate of once every 5 seconds. |
Ouch...but I never play necro's so it wont affect me much.
| QUOTE | | Crippling Slash: now also inflicts Bleeding. |
Woohoo! My main character started bringing this skill to stop kiter's...and now, it just got better. :)
| Update in whenever I dont feel lazy. |  |
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| 04/04/07 15:58 |
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TheBeano
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| RE: Skill Balances for Early April |
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| QUOTE | | Now that it's attached to Energy Storage, it's usefulness goes kaput |
I would say that's half true. I think you're right when referring to non-Eles. I'll still be using the skill just as much with my Ele primary though.
All in all, looks like a great set of balances. Great work!
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| 04/04/07 16:00 |
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Tha Golden Warrior
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| RE: Skill Balances for Early April |
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:S omg.. hehe ^^ shields up, diversion, ZB, spirit of failure, shame, soul reaping... got nerfed/hurt =/ noes
100% that crippling slash will be extremely popular when it's buffed^^
very good skill balance, nerfing all the over-powered skills, altho...it will take ALOT of fun from the game and people will strat quitting -.- but still, takes time to gt used to, overall i personally do not like the balance at all but hey! it balances out the game :)
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| 04/04/07 16:07 |
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Rogue
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| RE: Skill Balances for Early April |
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Glad to see cripslash get a boost.
Extremely glad to see soul reaping get balanced.
Ranger damage has been boosted back up a bit, that's very nice.
ZB didn't really need a nerf, the nerf to GoLE was enough.
IGN: Rogue Mysst. Guest me for GvG.
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| 04/04/07 16:09 |
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kotaro
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| RE: Skill Balances for Early April |
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Hahaha! Take that ZB Monks! As for Necros, that might hurt a bit, and Paragons....how useless do you have to make us???
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| 04/04/07 16:11 |
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Keo
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| RE: Skill Balances for Early April |
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All looks great although I also have my doubts about Soul Reaping. It was possible to make a build that didn't run out of energy but I can also do that with a Sin, a Mesmer & and Ele and I'm pretty sure that others can do the same with other professions.
I'll be playing tonight to see how this effects builds other than the MM.
Glyph of Lesser Energy I'd guess has been changed to stop Warriors using big spells, shouldn't effect and Ele too much tho.
^_^
Edit: Typos -Grrr @ my dyspraxic fingers!
***THIS POST HAS BEEN EDITED***
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| 04/04/07 16:14 |
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Tha Golden Warrior
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| RE: Skill Balances for Early April |
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to stop warriors using big spells? lol nope
it's for monks stop casting free ZB and aegis
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| 04/04/07 16:19 |
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mwpeck
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| RE: Skill Balances for Early April |
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Something I would like to make note of after reading Gaile News discussion to the page this info is at:
| QUOTE | | The addition of the new pet controls caused us to scale back the interrupting pet skills, and allowed us to rework Otyugh's Cry into a much more useful skill. |
Ok, seeing as of right now there are no pet controls, and this update is changing skills based off there being pet controls, theres a good chance this game will also introduce pet controls....remember, what is posted under that headline says that those are just the skill changes to this weeks update. So I think its safe to say pet controls will arrive. Though I could be wrong....it sounds like a safe assumption to me. :P
| Update in whenever I dont feel lazy. |  |
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| 04/04/07 22:44 |
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Addraek
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| RE: Skill Balances for Early April |
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"
While we've been pleased to find the Ranger seeing more play, we felt the skill diversity for this class was limited. "
I don't see how Paragons don't fit this description better than Rangers.
Right now Paragons' best use is undefined.
Haha :)
Regardless, glad to see A.Net is evaluating Skills 2 years after Guild Wars is out.
Thanks team!
Add
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| 04/04/07 23:09 |
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Future Man
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| RE: Skill Balances for Early April |
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the glyph of lesser energy changes DESTROY a build i have been working on and had great success with
crap.....
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| 04/05/07 00:18 |
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madman24749
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| RE: Skill Balances for Early April |
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NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO NOT THE GLYPH!
They just destroyed my ME/E build *cries*
Oh well they buffed Mind Blast, let's see what I can figure out with that
***THIS POST HAS BEEN EDITED***
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| 04/05/07 00:50 |
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Corruplt Intrept
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| RE: Skill Balances for Early April |
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WOOHOOO! TIME TO POST NEW WARRIOR BUILDS! ^^
Guest me for GvG's
IGN: Baine Bloodfinger
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| 04/05/07 02:07 |
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Soqed Hozi
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| RE: Skill Balances for Early April |
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Just finished my new gvg team yesterday, so...
Soul reapong- I play a primary necro, and if they gonna nerf our primary give us some new skills for it, as anet said before, there are few skills for it because it is so powerful. Also, am interested to se how the cap works, will it allow the bonus once when it occurs? if so spirits dying becomes rly rly rly bad as the cap woulkd be halved.
GolE - meh will still sue it, means 5 energy sor and aegis, which i can live with.
Crip slash- whooo, was in my builfd anyway, but was thinking of removing it as it lacked damage, this might help.
All in all, fair, which I suppose was the intention...
EDIT: Forgot, Auspicous Incantatiuon, used before, but now, BIG THUMBS UP ^^ only disables the skill u use, not itself anymore, so use it more ofteen and that means BIGGER NUKES! erm, i mean spell...heehee^^
***THIS POST HAS BEEN EDITED***
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| 04/05/07 02:11 |
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Tha Golden Warrior
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| RE: Skill Balances for Early April |
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they're making paragons less usefull every update to be perfectly honest...very dissapointed...anet just wants people to use new elites and builds as they've nerfed everything that was overpowered, quite a nice idea but not for the PvPers that gvg/ha/ta alot with them and earn their title like that...which does not affect most of the people here as i only see MWHAHAHA take that ZB MONK! quite lame... and insulting...big boo to you pvers
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| 04/05/07 02:23 |
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mriswith
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| RE: Skill Balances for Early April |
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I like what i see ^^ and i do not think that these updates will affect the professions as much as people believe. A few good things i see here:
MM's are getting buffed; Vampiric Horror is now a viable minion to add to your army; energy cost vs heal input is now reasonable.
Mesmer; ethereal burden is decreased in energy and is now a powerful recourse for energygain and slowing down (10 energy instead of 15)
Rangers; YAY traps are fun; and now even more then they used to ;p
For all the other updates; they wont affect the primary much. It seems its mainly updates to prevent scondaries to become overpowered like; a warrior that can use meteorshower twice (just as an example to illustrate what i mean ^^)
necromancer all the way
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| 04/05/07 03:21 |
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XMegidoX
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| RE: Skill Balances for Early April |
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| QUOTE | | Elementalist: Disappointed. This is gonna be the one people complain about most. Glyph of Lesser energy was an amazing non-elite energy management. Now that it's attached to Energy Storage, it's usefulness goes kaput. |
I wouldnt say that at all. It still costs 5 energy for -10 energy on 2 spells. And considering ive used it loads of times for 2 5 energy spells, it makes no difference to me.
Also, Aegis for 10 energy total is still less than casting it normally.
X Megido X - W/Rt - Questionable Tactics [hax]
| QUOTE | HackingHippie89
s**t, meg doesnt approve...it blows |
If you don't know what you're talking about, ask the questions, don't answer them.
The PvP Mindset Series
Active Skills vs Passive Skills and Proactive Play vs Reactive Play
Evaluating Skills
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| 04/05/07 03:43 |
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dragoniusx
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| RE: Skill Balances for Early April |
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Hmhm, never had energy problems and thus never bothered taking GoLE as a Mesmer, though no1 seen Mind Blast yet? lol
FC Mind Blast will now dominate RA and TA and we'll prob have spikes soon :S (new flareway lool)
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| 04/05/07 03:50 |
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XMegidoX
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| RE: Skill Balances for Early April |
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| QUOTE | Hmhm, never had energy problems and thus never bothered taking GoLE as a Mesmer, though no1 seen Mind Blast yet? lol
FC Mind Blast will now dominate RA and TA and we'll prob have spikes soon :S (new flareway lool) |
Problem is, itll deal about the same damage as Water trident... remember how well the water spikes, uh, *didnt* go?
X Megido X - W/Rt - Questionable Tactics [hax]
| QUOTE | HackingHippie89
s**t, meg doesnt approve...it blows |
If you don't know what you're talking about, ask the questions, don't answer them.
The PvP Mindset Series
Active Skills vs Passive Skills and Proactive Play vs Reactive Play
Evaluating Skills
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| 04/05/07 03:53 |
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XMegidoX
Posts: 11
Joined: 12/28/2005
Credibility: 0 pts
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| RE: Skill Balances for Early April |
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EDIT: double post :O
***THIS POST HAS BEEN EDITED***
X Megido X - W/Rt - Questionable Tactics [hax]
| QUOTE | HackingHippie89
s**t, meg doesnt approve...it blows |
If you don't know what you're talking about, ask the questions, don't answer them.
The PvP Mindset Series
Active Skills vs Passive Skills and Proactive Play vs Reactive Play
Evaluating Skills
|
| 04/05/07 03:53 |
Login to rate this user's post! |

dragoniusx
Posts: 41
Joined: 09/09/2005
Credibility: 0 pts
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| RE: Skill Balances for Early April |
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Yeah i do, but as its spammable you can keep pressuring, you gain energy if the foe you're casting it on has less then you and water trident delt 70ish at 16 energy, whilst the dmg shown here's at 12 ^^
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| 04/05/07 03:55 |
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