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GameAmp: What do you think guild wras should add, take out, buff, nerf, or delete?

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Forum >> General Discussion >> General Discussion >> What do you think guild wras should add, take out, buff, nerf, or delete?

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herculies zero Profile
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What do you think guild wras should add, take out, buff, nerf, or delete? 

What do you think should be added, buff, nerf, change, or delete?

Well for me, its the de-nerfing of the warrior stances, cause long time ago, i had a perfect warrior/elem that is great, now it seems almost useless because a lot of the stances has been reduced.

EX: Shield stance used to last about 10+ sec with tactics 8 or higher, now it lasts 9 seconds with 10 tac.

Another thing, all you mostly see in pvp is SF groups, and rarely any warriors in a group.

And i've been hearing that rit can heal a lot better than monks and im afraid to say this but im starting to belive them.

So you do you think guild wars should add, take out, buuf, nerff, change, or delete?
06/05/07 12:55 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

SF should have the recharge increased significantly. Ritualists should have their spike skills nerfed to oblivion. Paragons should also be nerfed spike+DPSwise.




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06/05/07 13:04 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE
SF should have the recharge increased significantly. 


Agree

QUOTE
Ritualists should have their spike skills nerfed to oblivion.
Agree(infinite spike skills wtf?)

QUOTE
Paragons should also be nerfed spike+DPSwise.

Disagreee...I think there pretty weak as it is.



06/05/07 13:09 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE

QUOTE
Paragons should also be nerfed spike+DPSwise.

Disagreee...I think there pretty weak as it is.


Yes. Paragons have already been nerfed to oblivion :( for example the now almost useless "incoming"





06/05/07 13:15 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

I too think the paragon class is a bit tricky.

They work VERY VERY well with multiple paragons. I think the biggest nerf that they unfortunately need to take is some kind of armor reduction. Their damage output is good but its their armor that is questionable.

I really hope Anet does the upcoming paragon nerf carefully. (and I say upcoming because I have a feeling they realized that its not quite right at the moment)

Rit skills as mentioned are extrememly potent, which is fine, but potent + spammable is the problem.

Also they need to fix soul reaping back to how it was and remove energy gain from spirits. Or make it so that you get energy regen instead of a flat energy boost.

AOE Hexes need some thought as well. I hate that certain hexes can be cast and also effect nearby foes (not like Spiteful Spirit I mean if I cast a hex on you and you have teammates next to you they also get hexed) its almost always a 3 for 1 spell. And it wouldnt be so bad if there was better hex removal in the game. So either buff hex removal or nerf some of these hexes.



06/05/07 13:23 Login to rate this user's post!
thaskippy Profile
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

thunderclap should be changed to:

hex spell. evertime target foe gets hit by lightning dmg he gets knocked down. when target is knocked down you lose 20...12 energy. (air magic)

this way you won't lose energy each time you hit him while he is already knocked down, cuz you ain't hitting him for the dmg that's for sure -.-



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06/05/07 13:36 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

Mending should be reworked.

Something like,
1-6 regen (scaling),
5 energy,
1 sec cast,
10 sec recharge,
maintainable enchantment, when removed remove one condition, what do you think? Overpowerd?

Still, mending will always be mending



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06/05/07 13:42 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

Well, they nerf everything but the only thing that needs to be nerfd, and thats touchers. It's basically cheating the system. Dervs should be nerfd more, theyre way too overpowered. (i should know, i use one)




06/05/07 13:49 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE
SF should have the recharge increased significantly.


Which would render the skill useless. When ANet changed SF, they reduced the length of burning time, not the recharge. The fact they did that seems to suggest to me that they agreed that SF was overpowered, but changing the recharge time is not the way to go about it.



Do not meddle in the affairs of dragons...for you are crunchy, and good with ketchup.

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06/05/07 13:55 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

and they should do something about the recharge times of hexes. most of them are wat to spammeable, easily recharging 10 seconds before the hex ends. and thehex removal all have long recharge so if you use one you will have to wait at least 12 seconds before you can remove another hex while the hexer casted all his hexes on you and have them recharged within those 12 seconds.

what about this:
C: 1 EC: 5 R:6
removal of hexes
spell. sacrafice 25% max health lose all hexes cast upon you. you also lose 3% max health for each hex removed.

it isn't that spammeable since you will lose health and it is impossible to remove hexes cast upon somebody else so it isn't uber but still better than most hex removal we got now.



***THIS POST HAS BEEN EDITED***



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06/05/07 13:55 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE
QUOTE
SF should have the recharge increased significantly.


Which would render the skill useless. When ANet changed SF, they reduced the length of burning time, not the recharge. The fact they did that seems to suggest to me that they agreed that SF was overpowered, but changing the recharge time is not the way to go about it.


that's true... if you make the recharge longer the foe won't be burning anymore and so you can only use SF to cause burning unless you use immolate before it ofcoure, but then it would still suck. they could make it deal less dmg though. make it do about 85 fire dmg and reduce energy cost to 10. this will make it more spammeable but significantly reduces dmg.



***THIS POST HAS BEEN EDITED***



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06/05/07 13:59 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

we need a quick recharge hex removal, like dismiss condition, but instead dismiss hex



06/05/07 14:02 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE
and they should do something about the recharge times of hexes. most of them are wat to spammeable, easily recharging 10 seconds before the hex ends. and thehex removal all have long recharge so if you use one you will have to wait at least 12 seconds before you can remove another hex while the hexer casted all his hexes on you and have them recharged within those 12 seconds.


I say timing, all about the timing.

what about this:
C: 1 EC: 5 R:3
removal of hexes
spell. lose all hexes cast upon you, you lose 30 health for each hex lost.

it isn't that spammeable since you will lose health and it is impossible to remove heces cast upon somebody else so it isn't uber but still better than most hex removal we got now.

Well I think it would be uber, since 30 health loss isnt that much and all of the hexes would be useless.

Compare:
30dmg vs 14sec conjure phantasm

30 dmg is 30 dmg

5 degen for 14 seconds equals 140"dmg".





Just my 2 cents.



***THIS POST HAS BEEN EDITED***



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06/05/07 14:06 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

Hexes are fine as is

Those of you wanting a removal, clicky

I do agree that Searing Flames mayseem over powered, bringing up the recharge is however NOT a solution, just as Alica said.
I do agree the dmg should/could be brought down, i was thinking about 60-70.



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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE
Hexes are fine as is

Those of you wanting a removal, clicky

I do agree that Searing Flames mayseem over powered, bringing up the recharge is however NOT a solution, just as Alica said.
I do agree the dmg should/could be brought down, i was thinking about 60-70.


better off using flare then...



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06/05/07 14:22 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE

Well I think it would be uber, since 30 health loss isnt that much and all of the hexes would be useless.

Compare:
30dmg vs 14sec conjure phantasm

30 dmg is 30 dmg

5 degen for 14 seconds equals 140"dmg".




Just my 2 cents.


hmz your right i changed it now...



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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE
Well, they nerf everything but the only thing that needs to be nerfd, and thats touchers. It's basically cheating the system.


I agree with this. Anet could fix this very quickly and easily also with no real change to the use of the skills. If they would change the two cloned skills (Vampiric Bite and Vampiric Touch...at least I think those are the names) from skills to spells, R/N's wouldn't be able to exploit Expertise to make them essentially free to cast.

The skills would function EXACTLY the same from the necromancers point of view and there would be FAR more choices for interupts from the mesmer line. With the fast casting time and short recharge of the "vampiric" skills, and the need for your interupt spell to interupt an "action", it's difficult to interupt them the way it is. If R/N's still chose to use them, it would still take quite a bit of skill to render them useless. The problem is that the build would now take some skill to use instead of a mindless pushing of buttons....which is what it is now.

If Anet changed them from skills to spells, you would probably see "touchers" vanish overnight.




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06/05/07 14:33 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE

what about this:
C: 1 EC: 5 R:6
removal of hexes
spell. sacrafice 25% max health lose all hexes cast upon you. you also lose 3% max health for each hex removed.



I think you went a bit over now :)
Again, comparison. That skill Vs 14sec Conjure Phantasm...

Average hp: 480
28% of it: 134

134 dmg vs 140 dmg

Id Put it...

C: 1 EC: 5 R:6
removal of hexes
spell. Remove all hexes on you. You lose 10% max health for each hex removed.




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06/05/07 14:38 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE
Well, they nerf everything but the only thing that needs to be nerfd, and thats touchers.It's basically cheating the system.

No it is a creative use of the system. The game is not so linear as to say that you can't mix this and that in a unique way. Also it only takes 1 condition or hex to render a toucher completely useless. They are underpowered if anything now.
QUOTE


Dervs should be nerfd more, theyre way too overpowered. (i should know, i use one)
That again I disagree with. They rely so much on enchantments. There are an incredible amount of skills thhat turn enchantments around. Curse magic is basically"Let's kill dervishes" magic.



06/05/07 14:41 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

Yeah Divert Hexes will take care of hexes and conditions at the same time so that's definitely no problem. I just hate touchers though. They have almost constant healing and easy condition removal with blocking skills too. Makes it impossible for a meleer to kill them and alot of other things if they run up to you. They can get pretty annoying in AB or RA. I think Shadow Prison should be nerfed because that's all sins in AB do is the stupid SP build with tiger stance instead of boa. Maybe make the skill cost 15 energy can burn a sin's energy quick if they keep using that skill which would be nice.



quit gw for good. end of story.
06/05/07 14:49 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

I agree, bring the energy up equal to Beguiling Haze.
Uhm, tbh i kinda think touchers are fine as is, their weakness being time, overtime people have learned to twist situations to their advantage.
Btw has anyone tried fitting in Cant Touch this?
There are so many ways to beat a toucher, you can snare em, degen em, hammer/kd em, backfire em(OoB), divert em, disable em, beat em up, slap em, slice em, dice em, and serve em with some fried rice... well nah seriously, dont trip over the same stone twice, improve yourself and your build and hop back into the ring.



***THIS POST HAS BEEN EDITED***



06/05/07 14:59 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

touchers are vey weak and very easy to counter...if paragons get nerfed AGAIN they can delete the class already instead of doing it per update. anet shud have noticed that there are almost no pve paragons at all because they keep nerfing all their skill n stuff...
why nerf SF? in pve its awesome and fun, only great skill.... in pvp its very easy to counter except a pro team aka bamboocha for example...maybe a tiny nerf but not such as 30 secs recharge >.<
but yeah, i agree...shadow prison shud be nerfed, maybe 15 energy or so so that sins can be a bit more imaginative and creative!

PREVENT WARRIORS FROM HAVING SKILLS SUCH AS MENDING HEALING BREEZE ORISON OF HEALING ETC IN PVP!!! for example you make a pvp wammo and when you try to drag the mending skill onto your bar an error message comes out like this :

ERROR!! SYSTEM ERROR! YOU ARE A NOOB, MENDING WAMMO LOSER YOUR ACCOUNT HAS BEEN BANNED FOR 1057203652638591 DAYS FOR BEING SUCH A NEWB!

ok maybe a tiny bit too harsh :p



***THIS POST HAS BEEN EDITED***



06/05/07 15:04 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE
ERROR!! SYSTEM ERROR! YOU ARE A NOOB, MENDING WAMMO LOSER YOUR ACCOUNT HAS BEEN BANNED FOR 1057203652638591 DAYS FOR BEING SUCH A NEWB!
People hate on mending but if used correctly it is very useful. Like pretty much every other skill.



06/05/07 15:17 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE
QUOTE

what about this:
C: 1 EC: 5 R:6
removal of hexes
spell. sacrafice 25% max health lose all hexes cast upon you. you also lose 3% max health for each hex removed.



I think you went a bit over now :)
Again, comparison. That skill Vs 14sec Conjure Phantasm...

Average hp: 480
28% of it: 134

134 dmg vs 140 dmg

Id Put it...

C: 1 EC: 5 R:6
removal of hexes
spell. Remove all hexes on you. You lose 10% max health for each hex removed.



whaha ok i give up :P
Anet is not going to implement tis skill anyways so why should we keep nerfing my own skill ? lol



***THIS POST HAS BEEN EDITED***



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06/05/07 15:18 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE
Hexes are fine as is

Those of you wanting a removal, clicky


Except one copy of Signet of Humility on the hex team and you're screwed :P .



06/05/07 15:24 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE
QUOTE
Hexes are fine as is

Those of you wanting a removal, clicky


Except one copy of Signet of Humility on the hex team and you're screwed :P .

Watr they gunna do get rid of hexes as a whole
?




06/05/07 15:26 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

I don't know, I was just pointing out that hexes are over-powered as is, because non-elite hex-removals are very weak (compared to mass hexes).



06/05/07 15:31 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

QUOTE

People hate on mending but if used correctly it is very useful. Like pretty much every other skill. 


Nuff Said.

QUOTE

Anet is not going to implement tis skill anyways so why should we keep nerfing my own skill ? lol 


^^ lol

QUOTE


Except one copy of Signet of Humility on the hex team and you're screwed :P . 


Ye i run that skill in RA ever since i bumped into a DH monk ^^, most builds have elites as key skills
picking that one out renders most useless, gotta love that hehe.



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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

what I would like to see is a way to organize a party..

I mean if you're in a party of 8 or 12 and you want to organize is in town before going on quest or mission, you have to kick everyone and re-invite them in the wanted order..

If party masters could use arrows to rearrange the party,
that would be an awesome update imo ;-)

grtz



06/05/07 15:45 Login to rate this user's post!
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RE: What do you think guild wras should add, take out, buff, nerf, or delete? 

yea would love such and update.. BUT! some people might don't know the right way to use the system?




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06/05/07 15:50 Login to rate this user's post!

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