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Update - Friday, October 12, 2007
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Kanna
Posts: 101
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| Update - Friday, October 12, 2007 |
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Eye of the North Hard Mode
Hard Mode has been introduced for Guild Wars: Eye of the North. Players who have completed the expansion can now try playing it again in Hard Mode for an additional challenge.
Accessing Hard Mode in Eye of the North
* To gain access to Hard Mode in Eye of the North, you must first defeat the final primary quest in Normal Mode.
* Once you defeat the Eye of the North quest "A Time for Heroes" with any character on your account, every level 20 character on that same account will have access to Hard Mode in Eye of the North.
Hard Mode Rewards in Eye of the North
* Reputation point bonuses for completing primary quests and dungeons are 50% higher than in Normal Mode.
* Reputation points received from bounties are approximately 50% higher than in Normal Mode.
* Random loot found within final dungeon chests is doubled from what is given in Normal Mode.
Hero's Handbook and Master Dungeon Guide
* Pages acquired for missions completed without a Hero’s Handbook in your inventory can now be added to a Hero’s Handbook. The cost is 100 gold per missing page. Similarly, pages for dungeons completed without a Master Dungeon Guide in your inventory can be added for 100 gold per missing page.
* The following Eye of the North title NPCs can now update books with missing pages:
o Gedral of Ascalon [Vanguard Herald] inside the Eye of the North
o Kodan [Dwarven Recruitment Officer] in Gunnar's Hold
o Tyr the Skaald [Norn Storyteller] in Gunnar's Hold
o Lexx [Asuran Talent Scout] in Rata Sum
* These NPCs now give rewards for any Hero’s Handbook or Master Dungeon Guide that has at least half of its pages. The rewards given for turning in one of these books are as follows:
Master Dungeon Guide rewards
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Pages
| Rep (Normal)
| Rep (Hard)
| XP (Normal)
| XP (Hard)
| Gold (Normal)
| Gold (Hard)
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9
| 11,000
| 16,500
| 22,000
| 33,000
| 2,200
| 3,300
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10
| 12,000
| 18,000
| 24,000
| 36,000
| 2,400
| 3,600
|
11
| 13,000
| 19,500
| 26,000
| 39,000
| 2,600
| 3,900
|
12
| 14,000
| 21,000
| 28,000
| 42,000
| 2,800
| 4,200
|
13
| 16,000
| 24,000
| 32,000
| 48,000
| 3,200
| 4,800
|
14
| 18,000
| 27,000
| 36,000
| 54,000
| 3,600
| 5,400
|
15
| 21,000
| 31,500
| 42,000
| 63,000
| 4,200
| 6,300
|
16
| 25,000
| 37,500
| 50,000
| 75,000
| 5,000
| 7,500
|
17
| 30,000
| 45,000
| 60,000
| 90,000
| 6,000
| 9,000
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18
| 40,000
| 60,000
| 80,000
| 120,000
| 8,000
| 12,000
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Hero's Handbook rewards
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Pages
| Rep (Normal)
| Rep (Hard)
| XP (Normal)
| XP (Hard)
| Gold (Normal)
| Gold (Hard)
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8
| 2,000
| 3,000
| 4,000
| 6,000
| 400
| 600
|
9
| 3,000
| 4,500
| 6,000
| 9,000
| 600
| 900
|
10
| 4,000
| 6,000
| 8,000
| 12,000
| 800
| 1,200
|
11
| 6,000
| 9,000
| 12,000
| 18,000
| 1,200
| 1,800
|
12
| 8,000
| 12,000
| 16,000
| 24,000
| 1,600
| 2,400
|
13
| 10,000
| 15,000
| 20,000
| 30,000
| 2,000
| 3,000
|
14
| 12,000
| 18,000
| 24,000
| 36,000
| 2,400
| 3,600
|
15
| 15,000
| 22,500
| 30,000
| 45,000
| 3,000
| 4,500
|
16
| 20,000
| 30,000
| 40,000
| 60,000
| 4,000
| 6,000
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Hall of Monuments
* Miniatures no longer need to be customized when displayed in a player's Hall of Monuments.
* Miniatures displayed in the Monument to Devotion are now marked as "dedicated" rather than "customized."
* Players can use the Monument to Devotion to switch existing miniatures from being "customized" to being "dedicated."
* Miniatures that have been dedicated in a Hall of Monuments cannot be dedicated again, but they can be used by any character.
* To prevent trade scams, the Trade panel will warn you if someone tries to trade you a miniature that has already been dedicated.
Report Command
After reviewing the usage of the report command during last weekend’s test, we have decided to enable the command officially. The text describing the spamming and verbal abuse report commands have been updated to more clearly explain how they work. Players are never banned merely because of the volume of reports issued against them. Reports alert the GM team to review the actual chat logs of the reported player. The GM team then uses the same disciplinary policies that have always been applied to emailed reports of spamming and verbal abuse.
* To use the report command, type "/report."
* Targeting a player and typing /report or /report followed by a player's name opens a new Report Dialog panel. From this panel, you can report a chosen player for leeching, botting, spamming, using abusive language, or having an inappropriate character name. Reports will then be relayed to and reviewed by the Guild Wars Support team.
* You can report a player for leeching if you are in the same Random Arena, Alliance Battle, or Competitive Mission as that player. If at least half your team reports the same player for leeching, that player will be stripped of XP and faction rewards for the battle. Note that you can only report members of your own party or team for leeching.
* Reports of botting, spamming, abusive language, and inappropriate character names will be relayed to and reviewed by the Guild Wars Support team. Note that reporting a single player multiple times for the same offense will not expedite or influence support team attention.
* A single account cannot use the /report command more than 50 times in a 24-hour period.
We will continue to monitor this feature and make further adjustments as necessary.
Underworld and Fissure of Woe Updates
* When entering into these regions, players will now receive a Mission Objective list in their Quest Log. This list informs players how many quests they must complete to finish the regions for the purposes of full completion and credit for the Hall of Monuments.
* Quests yet to be obtained are marked as "?????" in the Mission Objective list until they are discovered by at least one party member.
* Chests now spawn upon completion of all quests in either of these regions.
Skill Updates
We will be evaluating the following changes over the course of the next week. Additional adjustments may be made during that time period.
All
* Decreased the Health of all Spirits by 50; allowed Burning to affect Spirits.
Assassin
* Death's Charge: increased conditional Health to 65..200.
* Golden Fang Strike: fixed a bug that allowed the use of Golden Fang Strike without a lead attack.
* Shadow Refuge: increased duration to 6 seconds.
Dervish
* Wearying Strike: decreased damage to 5..20.
Elementalist
* Ash Blast: increased damage to 35..65.
* Chilling Winds: increased damage to 25..50.
* Conjure Frost, Conjure Flame, and Conjure Lightning: now directly increase the damage you do when you hit with an attack (previously, they dealt damage as a second, additional strike); decreased damage to 5..20.
* Ebon Hawk: increased damage to 45..100.
* Enervating Charge: increased damage to 25..50.
* Glyph of Swiftness: fixed a bug that increased the projectile speed.
* Ice Spikes: decreased recharge time to 10 seconds.
* Searing Flames: increased Burning duration to 1..7 seconds.
* Steam: increased conditional damage to 40..100; increased damage to 25..70.
* Stoning: increased damage to 45..105.
* Ward Against Melee: increased Energy cost to 15; decreased duration to 5..20 seconds.
Mesmer
* Air of Disenchantment: decreased casting time to .25 seconds.
* Drain Enchantment: decreased Energy cost to 10; decreased Energy returned to 7..15; added a heal effect of 40..120 when an Enchantment is removed.
* Enchanter's Conundrum: decreased Energy cost to 10; decreased casting time to 1 second; increased damage to 30..120; fixed a bug that caused multiple hits of damage when stacked.
* Energy Burn: increased damage multiplier to 12.
* Energy Surge: increased damage multiplier to 12.
* Extend Conditions: decreased recharge time to 5 seconds.
* Hex Eater Vortex: increased recharge time to 12 seconds.
* Illusion of Haste: decreased Energy cost to 5.
* Ineptitude: decreased recharge time to 15 seconds.
* Keystone Signet: decreased recharge time to 10 seconds.
* Mantra of Recovery: decreased recharge reduction to 33%.
* Power Drain: decreased recharge time to 20 seconds.
* Power Leak: decreased recharge time to 12 seconds.
* Power Spike: decreased Energy cost to 5.
* Shrinking Armor: fixed a bug that prevented the Health Bar from turning purple.
* Signet of Illusions: increased the number of Spells affected to 3.
* Signet of Midnight: decreased recharge time to 10 seconds.
Monk
* Reversal of Damage: fixed a bug that caused this Spell to stop all damage instead of the max damage listed.
* Shield of Deflection: increased recharge time to 10 seconds; increased duration to 3..10 seconds.
* Shield of Regeneration: increased recharge time to 12 seconds.
Necromancer
* Angorodon's Gaze: decreased Energy returned to 12.
* Chilblains: now works on target foe instead of having a point-blank area of effect; decreased number of Enchantments affected to 1; increased casting time to 2 seconds.
* Gaze of Contempt: decreased recharge time to 15 seconds.
* Putrid Bile: fixed a bug that prevented the Health Bar from turning purple.
* Rend Enchantments: decreased recharge time to 20 seconds.
* Rigor Mortis: decreased recharge time to 20 seconds; decreased casting time to 1 second.
* Rip Enchantment: decreased Health lost to 15..5.
* Strip Enchantment: decreased recharge time to 15 seconds.
Paragon
* Aggressive Refrain: now causes Cracked Armor for 20 seconds when applied.
* "Go for the Eyes!": increased recharge time to 4 seconds.
Warrior
* Agonizing Chop: increased activation time to 1 second.
* "Charge!": increased movement speed to 33%.
* Critical Chop: increased activation time to 1 second.
* Disarm: reworded skill deion to explain that it is an interrupt.
* "Watch Yourself!": increased recharge time to 4 seconds; increased duration to 10 seconds.
Bug Fixes
* Fixed a bug in the Fissure of Woe quest "The Hunt" that prevented players from completing it in some multiplayer situations.
* Fixed bugs in the Underworld quests "Demon Assassin" and "Terrorweb Queen" that prevented players from completing them in some multiplayer situations.
* Fixed a bug that prevented Edielh Shockhunter from displaying correctly and having skills.
* Fixed a bug that caused the Kurzick Base Defender in the Alliance Battles map "Ancestral Lands" to have the wrong model.
* Fixed multiple small text bugs in skill deions.
* Fixed a line-of-sight exploit in the Heroes' Ascent map "Fetid River".
* Fixed a bug that allowed miniatures to be killed by traps.
* Fixed a bug that caused players to receive Asura reputation points instead of Dwarven reputation points for completing the Heart of the Shiverpeaks dungeon.
* Fixed a bug that prevented resurrection shrines in Oola's Lab from appearing on the Mission Map.
* Fixed graphic artifacts on the loading screen and in the Skill warm-up bar that appeared in interface sizes other than the normal setting.
* Fixed a bug that prevented chat messages containing Party Search keywords from appearing in the “All” or “Trade”channels while in Guild Halls.
* Fixed the Party Search purpose droplist so that it no longer resets to "Mission" every time the “Seek Party” checkbox is reselected
Miscellaneous
* Improved rewards from Eye of the North chests revealed by the Light of Deldrimor skill in both Hard and Normal Mode.
* The Master of the North title track now counts toward Favor of the Gods.
* As with explorable areas, parties now automatically fail in dungeons if they reach a party-wide 60% DP while in Hard Mode.
* Players now receive the skill Brawling Combo Punch when entering into Fronis Irontoe's Lair in Hard Mode.
* The guaranteed drop from the final chest in Frostmaw's Burrow has been changed from a diamond to a lockpick. Lockpicks have a consistent high gold value, while the diamond currently has a low value due, in part, to the ease of acquiring them from this chest.
* Reduced the size of activation on the Resurrection Shrine in the Fortress of Jahai.
* Moved the first Resurrection Shrine in Vulture Drifts to the side of the portal into Dunes of Despair.
* Gold rewards for vanquishing foes in Hard Mode have been increased to five times the number of creatures killed.
* Changed several Eye of the North quests so that upon completion, the Quest Log selects and highlights the related summary quest.
***THIS POST HAS BEEN EDITED***
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| 10/12/07 13:37 |
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Seven Oaks
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| RE: Update - Friday, October 12, 2007 |
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G-R-E-A-T
Thnx for posting this :D
Studies show that 92% of teens listen to rap. If you are part of the 8% that listens to real music the add this to your signature.
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| 10/12/07 13:51 |
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King_Of_Vulpes
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| RE: Update - Friday, October 12, 2007 |
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one word
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
MESMERS GOT A HUGE BUFF AND EVERYTHING ELSE JUST PWNS BECAUSE THEY DIDNT NERF MY RUN! YEEEEHAW!!!!!!!!!!
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| 10/12/07 13:53 |
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lord_gkar
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| RE: Update - Friday, October 12, 2007 |
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thumbs up for useless mesmers :P
Ineptitude FTW
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| 10/12/07 13:54 |
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Keo
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| RE: Update - Friday, October 12, 2007 |
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Some good stuff in there!
Looking forward to farming some places in HM or just doing some dungeons.
^_^
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| 10/12/07 13:57 |
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Al
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| RE: Update - Friday, October 12, 2007 |
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Sway lives on
GFG =/
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| 10/12/07 14:06 |
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Nihzu
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| RE: Update - Friday, October 12, 2007 |
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Ermm I'm not usually complaining about skill changes, but this one, I really want to know the point:
"Chilblains: now works on target foe instead of having a point-blank area of effect; decreased number of Enchantments affected to 1; increased casting time to 2 seconds."
Before the update, 25 energy, 3/4 sec cast, 8 sec recharge:
"Spell. You become Poisoned for 10 seconds. Foes in the area are struck for 10...37...44 cold damage and lose 1...2...2 Enchantments."
Why would anyone even bother using that now? Never felt overpowered to me as it was.
Could anyone please enlighten me?
Edit: otherwise good stuff in there.
***THIS POST HAS BEEN EDITED***
Nihzu Fleshmonger - N/Me (Usually SS/echo)
Nihjin Uro - N/A (Gotta love the tag ;D)
Nihzu Goreweaver - N (Pre-Searing only)
Nihm Baalh - N/P (Spear throwing voodoo madman)
Cadavre Cannibale - N/W (Experimenting)
Hrafnulfr Tyr - R/W
Nihto Uro - A/N (Nihjin's lil bro)
Chikushou Kisama - Mo/E (R.I.P. Survivor title)
Nihdel Baalh - D/Rt (That's the plan anyway...)
Yes I curse a lot...
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| 10/12/07 14:10 |
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Chrisworld
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| RE: Update - Friday, October 12, 2007 |
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| QUOTE | | * Fixed a bug that caused the Kurzick Base Defender in the Alliance Battles map "Ancestral Lands" to have the wrong model. |
lol i always wondered why he was luxon....
BTW great update, another thing i hope my conjure warrior wont be too affected by the conjure change...
Gameamp Guides [AMP]
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| 10/12/07 14:29 |
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Sgt P
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| RE: Update - Friday, October 12, 2007 |
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1st thing I am doing when I get home is running to the bunny hole in HM...should be interesting...lol
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| 10/12/07 14:41 |
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eiirish
GameAmp Staff
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| RE: Update - Friday, October 12, 2007 |
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Seems like a good update overall!
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| 10/12/07 14:42 |
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Hardstrike
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| RE: Update - Friday, October 12, 2007 |
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Rit nerfed a bit
sin huge buf of healing
earth ele huge buff,
conjure nerved.
mesmer buffed.
adn the rest is not that important imo,
i agree with this update :)
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| 10/12/07 14:47 |
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Skittle Cody
GameAmp Staff
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| RE: Update - Friday, October 12, 2007 |
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:) Seems like a good time to make a mesmer!
Approving guides since November 2007.
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| 10/12/07 15:20 |
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Evil Geek
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| RE: Update - Friday, October 12, 2007 |
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Initial re-action : WOOT! for hard mode, double point weekend too, there goes my life again....
• Guild Wars: Mutants [MU] • Age of Conan: Ampian Forerunners •
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| 10/12/07 15:59 |
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mr47
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| RE: Update - Friday, October 12, 2007 |
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so a full quest book is worth 20k rep points? has it always been that much?
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| 10/12/07 16:04 |
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Shuuga Da Bleeah
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| RE: Update - Friday, October 12, 2007 |
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| QUOTE |
Hall of Monuments
* Miniatures no longer need to be customized when displayed in a player's Hall of Monuments.
* Miniatures displayed in the Monument to Devotion are now marked as "dedicated" rather than "customized."
* Players can use the Monument to Devotion to switch existing miniatures from being "customized" to being "dedicated."
* Miniatures that have been dedicated in a Hall of Monuments cannot be dedicated again, but they can be used by any character.
* To prevent trade scams, the Trade panel will warn you if someone tries to trade you a miniature that has already been dedicated.
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Nice resolution, Anet! +(imaginary)cred
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Report Command
After reviewing the usage of the report command during last weekend’s test, we have decided to enable the command officially. The text describing the spamming and verbal abuse report commands have been updated to more clearly explain how they work. Players are never banned merely because of the volume of reports issued against them. Reports alert the GM team to review the actual chat logs of the reported player. The GM team then uses the same disciplinary policies that have always been applied to emailed reports of spamming and verbal abuse.
* To use the report command, type "/report."
* Targeting a player and typing /report or /report followed by a player's name opens a new Report Dialog panel. From this panel, you can report a chosen player for leeching, botting, spamming, using abusive language, or having an inappropriate character name. Reports will then be relayed to and reviewed by the Guild Wars Support team.
* You can report a player for leeching if you are in the same Random Arena, Alliance Battle, or Competitive Mission as that player. If at least half your team reports the same player for leeching, that player will be stripped of XP and faction rewards for the battle. Note that you can only report members of your own party or team for leeching.
* Reports of botting, spamming, abusive language, and inappropriate character names will be relayed to and reviewed by the Guild Wars Support team. Note that reporting a single player multiple times for the same offense will not expedite or influence support team attention.
* A single account cannot use the /report command more than 50 times in a 24-hour period.
We will continue to monitor this feature and make further adjustments as necessary. |
OK, who want's to go Gold Seller Hunting in LA, KC, and Kamadan with me later. *evil grin*
Signed,
Shuuga Da Bleeah [AMP] - Harch Brdal [zOMG] - Mizzule Da Bleeah [zOMG]
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| 10/12/07 16:06 |
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Allanon6666
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| RE: Update - Friday, October 12, 2007 |
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| QUOTE |
OK, who want's to go Gold Seller Hunting in LA, KC, and Kamadan with me later. *evil grin* |
I'm in, lol.
I'm happy cause they didn't nerf ranger (didn't use the one skill they changed, so meh, w/e), but i feel sad for all the poor para's out there... And while the new change to minipets is a good start, I still wish that i could have all my minis in all of my chars hom.
But other than that, good update
IGN: Allanon of Avalon - My time is -6hrs GMT
sig courtesy of The Warrior of Timi
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| 10/12/07 16:46 |
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flipfly2006
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| RE: Update - Friday, October 12, 2007 |
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i like the update although i ask myself the question:
"how the hell can a spirit be set on fire without having a body?"
click my other sigs || my entries for weaponsmith contest
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| 10/12/07 17:22 |
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mriswith
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| RE: Update - Friday, October 12, 2007 |
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And they forgot to mention 1 update:
When you ge to duncan (slaver's exile); 1 more spiritgroup is raised. So instead of 2 you have 3 to counter :) Got us a little bit by suprise :); but we managed in the end ;p
necromancer all the way
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| 10/12/07 17:26 |
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XMegidoX
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| RE: Update - Friday, October 12, 2007 |
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| QUOTE | Assassin
* Death's Charge: increased conditional Health to 65..200. - seems like its been made a bit too strong to me
* Golden Fang Strike: fixed a bug that allowed the use of Golden Fang Strike without a lead attack. - this needed to happen
* Shadow Refuge: increased duration to 6 seconds.
-why would anyone use feigned over this now?
Dervish
* Wearying Strike: decreased damage to 5..20. - and even after this its still a powerful skill and was never overpowerded, it didnt really need this nerf, it certainly doesnt need another
Elementalist
* Ash Blast: increased damage to 35..65. -so?
* Chilling Winds: increased damage to 25..50. -so?
* Conjure Frost, Conjure Flame, and Conjure Lightning: now directly increase the damage you do when you hit with an attack (previously, they dealt damage as a second, additional strike); decreased damage to 5..20. -practically the only use for them was negating rof anyway, i think most ppl who used it will drop it now
* Ebon Hawk: increased damage to 45..100. -so?
* Enervating Charge: increased damage to 25..50. -comparable damage to lightning strike, was never a bad skill, now will probably see more play than it used to
* Glyph of Swiftness: fixed a bug that increased the projectile speed. -wasnt it meant to do that?
* Ice Spikes: decreased recharge time to 10 seconds. -bad move. 6 seconds of 66% slower movement every 10 seconds? this seems pretty overpowered to me now
* Searing Flames: increased Burning duration to 1..7 seconds. -nice way to try to get it back into pressure play without the stupid 6 SF ele builds, dunno if itll work tho
* Steam: increased conditional damage to 40..100; increased damage to 25..70. 5 energy, 8 recharge, 100 damage and blind? wtf izzy?
* Stoning: increased damage to 45..105. -couldnt care less
* Ward Against Melee: increased Energy cost to 15; decreased duration to 5..20 seconds. -hopefully this will promote more active play rather than just ward camping
Mesmer
* Air of Disenchantment: decreased casting time to .25 seconds. -doesnt change the fact that the concept itself is bad
* Drain Enchantment: decreased Energy cost to 10; decreased Energy returned to 7..15; added a heal effect of 40..120 when an Enchantment is removed. -most random change ever, it was fine as it was. if you want it like this, the cast time needs to come down to 1 second again
* Enchanter's Conundrum: decreased Energy cost to 10; decreased casting time to 1 second; increased damage to 30..120; fixed a bug that caused multiple hits of damage when stacked. -still a bad concept
* Energy Burn: increased damage multiplier to 12. -not much of a change really
* Energy Surge: increased damage multiplier to 12. -not much of a change really
* Extend Conditions: decreased recharge time to 5 seconds.
-there is so little point in this skill, why bother even trying to buff it?
* Hex Eater Vortex: increased recharge time to 12 seconds. -little change, just brings its recharge in line with all the other hex removal that has a second effect
* Illusion of Haste: decreased Energy cost to 5. -allows mesmer runners more easily, but theyre pretty fragile anyway, not sure if this was worth changing
* Ineptitude: decreased recharge time to 15 seconds. -requires a more active and better timed use than BSurge. I like this idea
* Keystone Signet: decreased recharge time to 10 seconds. -lol, who cares?
* Mantra of Recovery: decreased recharge reduction to 33%.
-this needed to happen way earlier than it did.
* Power Drain: decreased recharge time to 20 seconds. -this was good enough anyway
* Power Leak: decreased recharge time to 12 seconds. -this was good enough anyway, glad the recharge has been brought down to counter the nerf to MoR
* Power Spike: decreased Energy cost to 5. -prepare to see a lot of W/Me
* Shrinking Armor: fixed a bug that prevented the Health Bar from turning purple. -rofl
* Signet of Illusions: increased the number of Spells affected to 3. -this is possibly the dumbest move - it was already seeing a lot of play at high level, why make it even better?
* Signet of Midnight: decreased recharge time to 10 seconds. -why would you ever use this over another Me elite?
Monk
* Reversal of Damage: fixed a bug that caused this Spell to stop all damage instead of the max damage listed. -barely anyone used it anyway
* Shield of Deflection: increased recharge time to 10 seconds; increased duration to 3..10 seconds. -not so sure about this, dont think itll really make much of a difference
* Shield of Regeneration: increased recharge time to 12 seconds. -this needed to happen ages ago. hopefully there will be more variety in runners than splinter rit and SoR ele now
Necromancer
* Angorodon's Gaze: decreased Energy returned to 12. -i doubt this will make much of a difference
* Chilblains: now works on target foe instead of having a point-blank area of effect; decreased number of Enchantments affected to 1; increased casting time to 2 seconds. -please, just lower the casting cost already...
* Gaze of Contempt: decreased recharge time to 15 seconds.
-nice way to try to counter blockway, but if uve got a necro, its more than likely got defile defenses anyway
* Putrid Bile: fixed a bug that prevented the Health Bar from turning purple. -why even bother listing these in the update notes?
* Rend Enchantments: decreased recharge time to 20 seconds. -still wont see much play
* Rigor Mortis: decreased recharge time to 20 seconds; decreased casting time to 1 second. -i doubt this will see play
* Rip Enchantment: decreased Health lost to 15..5. -interesting, not sure if its worth taking over other enchant removal yet tho
* Strip Enchantment: decreased recharge time to 15 seconds.
-still not worth 10 energy
Paragon
* Aggressive Refrain: now causes Cracked Armor for 20 seconds when applied. -cracked armor is so easy to remove, and its a midliner anyway, do you can tell exactly when u need to remove it
* "Go for the Eyes!": increased recharge time to 4 seconds. -good way to try to stop the paragon from having infinite energy
Warrior
* Agonizing Chop: increased activation time to 1 second. -why would you do this?
* "Charge!": increased movement speed to 33%. -id love this to see play, at 33% its possible - charge paras again?
* Critical Chop: increased activation time to 1 second. -see agonizing
* Disarm: reworded skill deion to explain that it is an interrupt. -we dont need to know
* "Watch Yourself!": increased recharge time to 4 seconds; increased duration to 10 seconds. -nice nerf to paragons again
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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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| 10/12/07 17:33 |
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Hijaru Ta
Posts: 3
Joined: 07/31/2007
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| RE: Update - Friday, October 12, 2007 |
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i won't quote the guy above me :P
but: ROFL xD
GW.IGN: Hijaru Ta
CoH.IGN: Hijaru
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| 10/12/07 17:58 |
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flipfly2006
Posts: 3
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| RE: Update - Friday, October 12, 2007 |
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something off-topic but does any1 know why i couldnt enter any dungeons at all atm?
click my other sigs || my entries for weaponsmith contest
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| 10/12/07 18:03 |
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xplod3r
Posts: 0
Joined: 01/02/2006
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| RE: Update - Friday, October 12, 2007 |
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what wast he exploit that caused anet to lock all the primary quests just a few min ago anyone know? just curious
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| 10/12/07 18:06 |
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Evil Geek
Posts: 15
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| RE: Update - Friday, October 12, 2007 |
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| QUOTE | | something off-topic but does any1 know why i couldnt enter any dungeons at all atm? |
There was an exploit, a message flashed in game, apparently something to do with gaining dwarven points? Latest update fixed it I believe.
• Guild Wars: Mutants [MU] • Age of Conan: Ampian Forerunners •
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| 10/12/07 18:10 |
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Shuuga Da Bleeah
Posts: 16
Joined: 12/16/2005
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| RE: Update - Friday, October 12, 2007 |
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| QUOTE | i like the update although i ask myself the question:
"how the hell can a spirit be set on fire without having a body?" |
I 2nd that quandary...
Signed,
Shuuga Da Bleeah [AMP] - Harch Brdal [zOMG] - Mizzule Da Bleeah [zOMG]
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| 10/12/07 18:12 |
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Riotpoll
Posts: 5
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| RE: Update - Friday, October 12, 2007 |
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| QUOTE | | QUOTE | i like the update although i ask myself the question:
"how the hell can a spirit be set on fire without having a body?" |
I 2nd that quandary... |
Surely if it has no body you can't hit it with a big stick either...
Anything that weakens spirits is a good thing ;)
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| 10/12/07 18:23 |
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Chrisworld
Posts: 8
Joined: 07/12/2006
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| RE: Update - Friday, October 12, 2007 |
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Gaile is on now but where is she???
Gameamp Guides [AMP]
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| 10/12/07 18:24 |
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Survivingsin
Posts: 14
Joined: 09/07/2006
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| RE: Update - Friday, October 12, 2007 |
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| QUOTE | | QUOTE | Assassin
* Death's Charge: increased conditional Health to 65..200. - seems like its been made a bit too strong to me
-- IF that foe has more health than you. In Pve its better, not over powered. In Pvp its a nice save. It might get slighly nerfed but its not that great.
* Golden Fang Strike: fixed a bug that allowed the use of Golden Fang Strike without a lead attack. - this needed to happen
--:( It was fun while it lasted. 5e - recharge DW when blind lol.
* Shadow Refuge: increased duration to 6 seconds.
-why would anyone use feigned over this now? --+80 armor and cast time. Dervish
* Wearying Strike: decreased damage to 5..20. - and even after this its still a powerful skill and was never overpowerded, it didnt really need this nerf, it certainly doesnt need another
--It did. AoM has been nerfed a lot its time we did it to what makes it overpowered.
Elementalist
* Ash Blast: increased damage to 35..65. -so?
--/agree
* Chilling Winds: increased damage to 25..50. -so?
--/agree
* Conjure Frost, Conjure Flame, and Conjure Lightning: now directly increase the damage you do when you hit with an attack (previously, they dealt damage as a second, additional strike); decreased damage to 5..20. -practically the only use for them was negating rof anyway, i think most ppl who used it will drop it now
--yep gg
* Ebon Hawk: increased damage to 45..100. -so?
--/agree
* Enervating Charge: increased damage to 25..50. -comparable damage to lightning strike, was never a bad skill, now will probably see more play than it used to
--Doubt it
* Glyph of Swiftness: fixed a bug that increased the projectile speed. -wasnt it meant to do that?
--lmao i know i read that and thought anet didn't know what the skill did.
* Ice Spikes: decreased recharge time to 10 seconds. -bad move. 6 seconds of 66% slower movement every 10 seconds? this seems pretty overpowered to me now
* Searing Flames: increased Burning duration to 1..7 seconds. -nice way to try to get it back into pressure play without the stupid 6 SF ele builds, dunno if itll work tho
--Eh not really. With 6 eles using it the burning never stopped soooo its the same.
* Steam: increased conditional damage to 40..100; increased damage to 25..70. 5 energy, 8 recharge, 100 damage and blind? wtf izzy?
--No one used it before. Now it has a purpose.
* Stoning: increased damage to 45..105. -couldnt care less
--/agree
* Ward Against Melee: increased Energy cost to 15; decreased duration to 5..20 seconds. -hopefully this will promote more active play rather than just ward camping
--/agree
Mesmer
* Air of Disenchantment: decreased casting time to .25 seconds. -doesnt change the fact that the concept itself is bad
--/agree
* Drain Enchantment: decreased Energy cost to 10; decreased Energy returned to 7..15; added a heal effect of 40..120 when an Enchantment is removed. -most random change ever, it was fine as it was. if you want it like this, the cast time needs to come down to 1 second again
--Ok what, so now you remove an enchantment, GAIN ONE, it only costs 10 energy, so its basically free AND IT HEALS?
* Enchanter's Conundrum: decreased Energy cost to 10; decreased casting time to 1 second; increased damage to 30..120; fixed a bug that caused multiple hits of damage when stacked. -still a bad concept
--Aw i liked how it instantly killed someone. NEVER using it again.
* Energy Burn: increased damage multiplier to 12. -not much of a change really
* Energy Surge: increased damage multiplier to 12. -not much of a change really
* Extend Conditions: decreased recharge time to 5 seconds.
-there is so little point in this skill, why bother even trying to buff it?
--It was a horrible skill concept from the start. * Hex Eater Vortex: increased recharge time to 12 seconds. -little change, just brings its recharge in line with all the other hex removal that has a second effect
--/agree
* Illusion of Haste: decreased Energy cost to 5. -allows mesmer runners more easily, but theyre pretty fragile anyway, not sure if this was worth changing
--It's still impossible to use for running. it's like jagged strike, it can have what ever recharge it wants, no ones going to use it anyway cuz its just too weak/hard to use.
* Ineptitude: decreased recharge time to 15 seconds. -requires a more active and better timed use than BSurge. I like this idea
--/agree
* Keystone Signet: decreased recharge time to 10 seconds. -lol, who cares?
--Lol this can recharge instantly for all I care, Im never using it.
* Mantra of Recovery: decreased recharge reduction to 33%.
-this needed to happen way earlier than it did.
--/agree. Diversion up for practically ever is IMBA.
* Power Drain: decreased recharge time to 20 seconds. -this was good enough anyway
--And now its better =D.
* Power Leak: decreased recharge time to 12 seconds. -this was good enough anyway, glad the recharge has been brought down to counter the nerf to MoR
--/agree
* Power Spike: decreased Energy cost to 5. -prepare to see a lot of W/Me
--.....its possible...idk though.
* Shrinking Armor: fixed a bug that prevented the Health Bar from turning purple. -rofl
--heh
* Signet of Illusions: increased the number of Spells affected to 3. -this is possibly the dumbest move - it was already seeing a lot of play at high level, why make it even better?
--Cuz the counter doesn't reset if its already up.
* Signet of Midnight: decreased recharge time to 10 seconds. -why would you ever use this over another Me elite?
--Why would u use this over lets say anything else that causes blind! The ONLY time I use this is when some nub war challenges my sin.
Monk
* Reversal of Damage: fixed a bug that caused this Spell to stop all damage instead of the max damage listed. -barely anyone used it anyway
--Lol so thats how that guy soloed abaddon.
* Shield of Deflection: increased recharge time to 10 seconds; increased duration to 3..10 seconds. -not so sure about this, dont think itll really make much of a difference
--I Hated this skill before, as a melee. One enchantment removal and their out for mroe time. I like it.
* Shield of Regeneration: increased recharge time to 12 seconds. -this needed to happen ages ago. hopefully there will be more variety in runners than splinter rit and SoR ele now
--/agree and /moan. Love it in PvE for my monks.
Necromancer
* Angorodon's Gaze: decreased Energy returned to 12. -i doubt this will make much of a difference
--It wont at all. its still a ranged toucher. It even has better energy manaagement STILL! This has to be 7 energy gain back or idk remove it all together and make it a health gain.
* Chilblains: now works on target foe instead of having a point-blank area of effect; decreased number of Enchantments affected to 1; increased casting time to 2 seconds. -please, just lower the casting cost already...
--They Nerfed a crappy skill. Im confused. The only thing this helps is SF runners who get it removed in a run.
* Gaze of Contempt: decreased recharge time to 15 seconds.
-nice way to try to counter blockway, but if uve got a necro, its more than likely got defile defenses anyway
--WOW how did I miss this the first time through. * Putrid Bile: fixed a bug that prevented the Health Bar from turning purple. -why even bother listing these in the update notes?
--Isn't this a bug fix not a skill update?
* Rend Enchantments: decreased recharge time to 20 seconds. -still wont see much play
--Especially with the Gaze Buff.
* Rigor Mortis: decreased recharge time to 20 seconds; decreased casting time to 1 second. -i doubt this will see play
--....This is better than expose def now. Only bad part is the attribute and the fact that you have to be /N. Yeah not going to see use.
* Rip Enchantment: decreased Health lost to 15..5. -interesting, not sure if its worth taking over other enchant removal yet tho
--Doubt it.
* Strip Enchantment: decreased recharge time to 15 seconds.
-still not worth 10 energy --eh My nec hero in Pve uses it. I guess its ok.
Paragon
* Aggressive Refrain: now causes Cracked Armor for 20 seconds when applied. -cracked armor is so easy to remove, and its a midliner anyway, do you can tell exactly when u need to remove it
--Yeah thats what I was thinking.
* "Go for the Eyes!": increased recharge time to 4 seconds. -good way to try to stop the paragon from having infinite energy
--/agree
Warrior
* Agonizing Chop: increased activation time to 1 second. -why would you do this?
--Exicutioner's Strike --> This.
* "Charge!": increased movement speed to 33%. -id love this to see play, at 33% its possible - charge paras again?
--yeah this makes this skill actually worth it. And droks runs will be ezier now for wars.
* Critical Chop: increased activation time to 1 second. -see agonizing
--See Agonizing. well don't. No one uses it that much anyway sooooo why nerf it.
* Disarm: reworded skill deion to explain that it is an interrupt. -we dont need to know
--wow izzy is making skill do as they say? SOOOOOO many skills hes made have bonus untyped effects or bugs or says teleport and means shadow step UGH. he fixes this???
* "Watch Yourself!": increased recharge time to 4 seconds; increased duration to 10 seconds. -nice nerf to paragons again
--/agree
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Studies show that 92% of teens listen to rap. If you are part of the 8% that listens to real music the add this to your signature.
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| 10/12/07 18:54 |
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SycX
Posts: 4
Joined: 06/01/2006
Credibility: 0 pts
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| RE: Update - Friday, October 12, 2007 |
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Finally HM in EotN, was about time. And getting rep points easier/faster now ain't a bad idea either imho, so now you don't have to finish the game or grind points for hours just to get a new armor...
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| 10/12/07 19:03 |
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Il Onlyblue Il
Posts: 1
Joined: 01/22/2007
Credibility: 0 pts
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| RE: Update - Friday, October 12, 2007 |
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Hard Mode, whats not to like!! :D
I like the ability to buy pages that you are missing. Especially if you are just missing one last page and don't want to be bothered by going through a quest again.
In regards to book points, I do like the extra plat reward for turning in a complete book. Players are going to have to keep tabs on their books while Dungeon crawling and vanquishing so that they can earn points killing and reading :P
The skills aren't horribly 'bad'. Remember, this is just an evaluation week for a few skills rather than a full blown Skill Balance update. Some might be permanent or not. Everyone dreaded Rits getting exhaustion but that was reverted at the end... We'll just have to see
I do like the 5x gold amount for vanquishing an area. Will give some people more incentive to start/finish that up.
I'm still a little foggy in the head as I've just woke up.... | QUOTE | | Miniatures that have been dedicated in a Hall of Monuments cannot be dedicated again, but they can be used by any character. |
My question is, has anyone tried to "Dedicate" a mini pet in HoM just yet? So rather than remove the "Customization" to a single character it seems like they've branded pets to a character. From what I gather, you can still sell the pets after you add them to your HoM, but whoever buys it will be haunted with the...
Miniature Kanaxai
Dedicated to Rump Roast
I may give this a shot with one of my several mini pigs but thought I'd ask in case someone's managed to figure this out...!
Overall Update Grade - 4/5
Cheers!!
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| 10/12/07 20:53 |
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Tha Golden Warrior
Posts: 0
Joined: 11/19/2006
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| RE: Update - Friday, October 12, 2007 |
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finally the mesmer boost update ^^,
been waiting for this quite a while, GOGOG INTERUPTS!!!
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| 10/12/07 21:12 |
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