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Wyat_hawke
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| Update - Thursday, November 08, 2007 |
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A new update is here, all the info was found at the official wiki, found here
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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.
Assassin
* Recall: when this Enchantment ends, it now disables all of the caster's Skills for 10 seconds.
Dervish
* Mystic Healing: decreased heal amount to 5..65.
Elementalist
* Shell Shock: decreased recharge time to 8 seconds. This Skill now has 25% armor penetration.
Mesmer
* Conjure Nightmare: decreased Energy cost to 15.
* Shrinking Armor: increased Health degeneration to 1..4.
* Signet of Illusions: fixed a bug that allowed this Signet to stack with itself.
Monk
* Blessed Light: increased heal amount to 10..140.
* Cure Hex: now affected by Healer's Boon.
* Glimmer of Light: decreased recharge time to 1 second; increased heal amount to 10..115.
* Healer's Boon: instead of an upkeep cost, this Skill now has a duration of 10..55 seconds and no longer ends after a number of Spells are cast.
* Healing Breeze: increased duration to 15 seconds; increased Health regeneration to 4..9.
* Healing Ribbon: now affected by Healer's Boon.
* Heal Party: increased heal amount to 30..90.
* Light of Deliverance: increased casting time to 2 seconds; decreased heal amount to 5..70; now affects all party members regardless of Health.
* Restful Breeze: increased duration to 8..18 seconds.
* Vigorous Spirit: decreased casting time to .25 seconds.
* Word of Healing: this Skill can now target the caster; increased non-conditional heal amount to 25..150; decreased recharge time to 3 seconds.
Necromancer
* Oppressive Gaze: conditional effect now only triggers on foes who are below 50% Health.
* Weaken Armor: decreased Energy cost to 5; decreased casting time to 2 seconds; decreased recharge time to 5 seconds; changed the skill type to a Spell; functionality changed to: "Target foe has Cracked Armor for 5..20 second[s]."
Ranger
* Energizing Wind: increased Energy cost to 15; decreased duration to 30..90 seconds; decreased Spirit's level to 1..6.
* Fertile Season: increased Energy cost to 15; decreased Health bonus to 50..150; decreased armor bonus to 8.
* Magebane Shot: functionality changed to: "If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 5 seconds. This attack cannot be blocked."
Ritualist
* Ancestors' Rage: this Skill is no longer considered an Enchantment.
* Spiritleech Aura: fixed a bug that swapped duration and effect time.
* Weapon of Warding: increased duration to 5..10 seconds.
* Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes."
* Sundering Weapon: increased duration to 5..20 seconds.
Warrior
* Body Blow: now works properly with scythes.
* Symbolic Strike: now works properly with scythes.
PvE-Only Skills
* Winds: fixed a bug that caused Winds (a Vanguard skill) to affect allies as well as foes.
Miscellaneous
* Added a trophy to the Great Temple of Balthazar to commemorate the current winners of the 2007 $100,000 Tournament Series.
* Removed the Celestial Tournament season PvP trophy from the Great Temple of Balthazar.
* Fixed an exploit in Regent Valley that allowed players to kill pet bears repeatedly to obtain multiple ale rewards from the Bear Hunters.
* Moved a patrol of Stone Summit Dwarves who often traveled too close to the entrance in Duncan the Black's level of Slaver's Exile.
* Fixed a bug that allowed Necromancer minions to count as kills for the Blessing of the Luxons and the Blessing of the Kurzicks.
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Feel free to discuss the skill changes.
***THIS POST HAS BEEN EDITED***
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| 11/08/07 17:18 |
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Will The Warlord
Posts: 9
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| RE: Update - Thursday, November 08, 2007 |
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Yay Word of Healing is back in buisness! guess well be seeing way more of WoH (:[/QUOTE]
[/URL][/IMG]
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| 11/08/07 17:28 |
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Dani Le
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| RE: Update - Thursday, November 08, 2007 |
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Nice find :) monk healing got a serious buff, WoH ftw shame about LoD though
And nice them caring about the dial-up users for slavers :)
***THIS POST HAS BEEN EDITED***
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| 11/08/07 17:31 |
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DZA
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| RE: Update - Thursday, November 08, 2007 |
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Gonna miss HB. Then again they are evaluating the changes so its not permanent!
***THIS POST HAS BEEN EDITED***
Anubis Djehuty - Ranger - Master of the Drunken Arrow !!
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| 11/08/07 17:42 |
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Crossbow
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| RE: Update - Thursday, November 08, 2007 |
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Ouch, 10 seconds disablement after releasing Recall. Isn't that a little much? Should probably be 5-7 seconds or something.
Meh to Conjure Nightmare.
Meh to Oppressive Gaze.
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| 11/08/07 17:43 |
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Deno
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | | * Healer's Boon: instead of an upkeep cost, this Skill now has a duration of 10..55 seconds and no longer ends after a number of Spells are cast. |
THANK YOU ANET..ill finally have energy.
***THIS POST HAS BEEN EDITED***
| QUOTE | | im not talking to u, uve changed |
-Exfriend
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| 11/08/07 18:01 |
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Kanna
Posts: 101
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | | QUOTE | | * Healer's Boon: instead of an upkeep cost, this Skill now has a duration of 10..55 seconds and no longer ends after a number of Spells are cast. |
THANK YOU ANET..ill finally have energy. |
If you had Energy problems with the old version..... HOW!?
Anyways, nice update, hope for it to be implimented soon.
X-Fire = kannasesshou
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| 11/08/07 18:11 |
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itsthatemochild
Posts: 18
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| RE: Update - Thursday, November 08, 2007 |
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balls to you, anet! i just capped LoD yesterday. damn you and your pvp balances
"The most merciful thing in the world... is the inability of the human mind to correlate all its contents." -H.P. Lovecraft
"He who is not radical at twenty has no heart,
while he who is still radical at forty has no brain."
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| 11/08/07 18:16 |
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GodMode
Posts: 14
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | | Healing Breeze: increased duration to 15 seconds; increased Health regeneration to 4..9. |
ROFL, wammos will own :P
| QUOTE | Warrior
* Body Blow: now works properly with scythes. * Symbolic Strike: now works properly with scythes. |
eh? exclusively for W/D or D/W now?
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| 11/08/07 18:17 |
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aznese guy
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| RE: Update - Thursday, November 08, 2007 |
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YAYAYAYAY!!!!! Finally nerfed dual recall nubs in HB! That was a perfect nerf by anet considering only dual recall nubs in HB use recall on casters.
quit gw for good. end of story.
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| 11/08/07 18:17 |
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Hydras First
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | | QUOTE | | Healing Breeze: increased duration to 15 seconds; increased Health regeneration to 4..9. |
ROFL, wammos will own :P
| QUOTE | Warrior
* Body Blow: now works properly with scythes.
* Symbolic Strike: now works properly with scythes. |
eh? exclusively for W/D or D/W now? |
True :P
Body Blow and Symbolic Strike are melee attacks, and with a critical hit with a scythe is hitting 3 people at once, and before that wouldnt work
'Sort of' is such a harmless thing to say. Sort of. It's just a filler. Sort of - it doesn't really mean anything. But after certain things, sort of means everything. Like after 'I love you' or 'You're going to live' or 'It's a boy.'
-Demetri Martin
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| 11/08/07 18:20 |
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GodMode
Posts: 14
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | | YAYAYAYAY!!!!! Finally nerfed dual recall nubs in HB! That was a perfect nerf by anet considering only dual recall nubs in HB use recall on casters. |
i have no clue what that is...mind explaining? sry
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| 11/08/07 18:21 |
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GodMode
Posts: 14
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | | QUOTE | | QUOTE | | Healing Breeze: increased duration to 15 seconds; increased Health regeneration to 4..9. |
ROFL, wammos will own :P
| QUOTE | Warrior
* Body Blow: now works properly with scythes. * Symbolic Strike: now works properly with scythes. |
eh? exclusively for W/D or D/W now? |
True :P
Body Blow and Symbolic Strike are melee attacks, and with a critical hit with a scythe is hitting 3 people at once, and before that wouldnt work |
oooh
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| 11/08/07 18:22 |
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kielus_
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| RE: Update - Thursday, November 08, 2007 |
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RIP:
-Recall (joy!)
-LoD (2sec cast, errm even with 50/50... still will hurt)
-Splinter Weapon (LAWL)
soo...
hb/infuse/woh/hp flaggers, no more friggin recall, rip splinter weapon farmers ^^"
healing prayers got pushed ALOT and i dare to doubt if not too much even.... WoH is now uberst lol... they kicked dual clumsi in the energy from auspicious (+~48 from conjure nighty)
BL seems to back to business again, shell shock got a nice bufff, weaken armor now is useful! joy! :P
Kielus [MU] and all is clear
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| 11/08/07 18:37 |
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Will The Warlord
Posts: 9
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | 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.
Assassin
* Recall: when this Enchantment ends, it now disables all of the caster's Skills for 10 seconds.
Dervish
* Mystic Healing: decreased heal amount to 5..65.
Elementalist
* Shell Shock: decreased recharge time to 8 seconds. This Skill now has 25% armor penetration.
Mesmer
* Conjure Nightmare: decreased Energy cost to 15. * Shrinking Armor: increased Health degeneration to 1..4. * Signet of Illusions: fixed a bug that allowed this Signet to stack with itself.
Monk
* Blessed Light: increased heal amount to 10..140. * Cure Hex: now affected by Healer's Boon. * Glimmer of Light: decreased recharge time to 1 second; increased heal amount to 10..115. * Healer's Boon: instead of an upkeep cost, this Skill now has a duration of 10..55 seconds and no longer ends after a number of Spells are cast. * Healing Breeze: increased duration to 15 seconds; increased Health regeneration to 4..9. * Healing Ribbon: now affected by Healer's Boon. * Heal Party: increased heal amount to 30..90. * Light of Deliverance: increased casting time to 2 seconds; decreased heal amount to 5..70; now affects all party members regardless of Health. * Restful Breeze: increased duration to 8..18 seconds. * Vigorous Spirit: decreased casting time to .25 seconds. * Word of Healing: this Skill can now target the caster; increased non-conditional heal amount to 25..150; decreased recharge time to 3 seconds.
Necromancer
* Oppressive Gaze: conditional effect now only triggers on foes who are below 50% Health. * Weaken Armor: decreased Energy cost to 5; decreased casting time to 2 seconds; decreased recharge time to 5 seconds; changed the skill type to a Spell; functionality changed to: "Target foe has Cracked Armor for 5..20 second[s]."
Ranger
* Energizing Wind: increased Energy cost to 15; decreased duration to 30..90 seconds; decreased Spirit's level to 1..6. * Fertile Season: increased Energy cost to 15; decreased Health bonus to 50..150; decreased armor bonus to 8. * Magebane Shot: functionality changed to: "If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 5 seconds. This attack cannot be blocked."
Ritualist
* Ancestors' Rage: this Skill is no longer considered an Enchantment. * Spiritleech Aura: fixed a bug that swapped duration and effect time. * Weapon of Warding: increased duration to 5..10 seconds. * Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes." * Sundering Weapon: increased duration to 5..20 seconds.
Warrior
* Body Blow: now works properly with scythes. * Symbolic Strike: now works properly with scythes.
PvE-Only Skills
* Winds: fixed a bug that caused Winds (a Vanguard skill) to affect allies as well as foes.
Miscellaneous
* Added a trophy to the Great Temple of Balthazar to commemorate the current winners of the 2007 $100,000 Tournament Series. * Removed the Celestial Tournament season PvP trophy from the Great Temple of Balthazar. * Fixed an exploit in Regent Valley that allowed players to kill pet bears repeatedly to obtain multiple ale rewards from the Bear Hunters. * Moved a patrol of Stone Summit Dwarves who often traveled too close to the entrance in Duncan the Black's level of Slaver's Exile. * Fixed a bug that allowed Necromancer minions to count as kills for the Blessing of the Luxons and the Blessing of the Kurzicks.
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I dont think any of this is effective yet because i was so excited about WoH i went on my monk in a random arenas battle. The skill would not work idk why i also looked up the various updates on the skills didnt change so maybe later this will happen?
[/URL][/IMG]
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| 11/08/07 18:53 |
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kielus_
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| RE: Update - Thursday, November 08, 2007 |
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might be confusing but izzy stated (actually he himself put this on wiki), that this is what will be made as update, ETA is yet unknown but it's matter of hours
Kielus [MU] and all is clear
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| 11/08/07 19:04 |
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Rogue
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| RE: Update - Thursday, November 08, 2007 |
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Healing Prayers needed a huge buff. Oh and LoD is now worse than HP which basically makes me sad, as it was already d-shot bait.
However, since I'm primarily a frontline player... YEAH BOI!! I'm gonna go make things explode.
WoH is nice now.
Recall, meh. You won't see players running it, but I'll still keep using it on a D/A splitter or A/D, or E/A, or Rt/A... wow.
IGN: Rogue Mysst. Guest me for GvG.
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| 11/08/07 19:07 |
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aznese guy
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| RE: Update - Thursday, November 08, 2007 |
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Dual Recall-Here's an explanation from my HB experience. People run 2 monks. Both are Mo/A. Each have recall on each other hence dual recall. The point of this is when a sin ganks you they use recall to get out and easily avoid getting killed. That way they can keep teleporting from place to place by killing things. Also they send the hero monk to the center shrine with the rest to cap. The player then caps the other shrines. Once that is done they use recall to get to the center shrine and help out. It's just a turtle shell build to dodge damage and cap. I'm happy it's nerfed because none of the good top ranked HBer's liked it, and it made HB about capping and turtle shelling. So now you can actually be able to fight and not get ur spike avoided.
quit gw for good. end of story.
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| 11/08/07 19:36 |
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Belshazaarswrath
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | | balls to you, anet! i just capped LoD yesterday. damn you and your pvp balances |
It's not useless...yeesh.
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| 11/08/07 19:49 |
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Chrisworld
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | | Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes." |
I'll miss you *cries*
http://i20.tinypic.com/2dkj195.jpg
Removed the img tags, your screenshot was a bit wide for forum use. :P
~mwpeck
***THIS POST HAS BEEN EDITED***
Gameamp Guides [AMP]
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| 11/08/07 20:03 |
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mwpeck
GameAmp Staff
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| RE: Update - Thursday, November 08, 2007 |
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GOGO Healing Prayers....it needed it though, rits can outheal monks any day of the week. (with the right build that is)
Didnt use recall much so meh.
Splinter Weapon got pwned.....good thing that wasnt in any of me and harrow's dual builds. :P
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| 11/08/07 20:06 |
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kielus_
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| RE: Update - Thursday, November 08, 2007 |
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lod is broken ^^
shush what a lovely picture you posted.... awwwwwww that eye killing blueish and the animation on the sword... *astonished*
Kielus [MU] and all is clear
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| 11/08/07 20:08 |
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Chrisworld
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | lod is broken ^^
shush what a lovely picture you posted.... awwwwwww that eye killing blueish and the animation on the sword... *astonished* |
Will be missed. I can't effin belive it.
Gameamp Guides [AMP]
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| 11/08/07 20:12 |
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KingSalmar
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| RE: Update - Thursday, November 08, 2007 |
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I dont know why you all think Splinter Barragers are gone now. Since each individual arrow is considered an "attack" that means at if you hit a group of six enemies all together with 10 Channeling magic, splinter weapon will be in effect 12 times, because it is limited to 3 per attack, and 4 attacks at 10 channeling magic. If it was All adjacent foes, with six enemies, Splinter weapon would be in effect 20 times, 5 foes besides your target, 4 times is 20. IMO its still pretty good.
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| 11/08/07 20:44 |
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mwpeck
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | | I dont know why you all think Splinter Barragers are gone now. Since each individual arrow is considered an "attack" that means at if you hit a group of six enemies all together with 10 Channeling magic, splinter weapon will be in effect 12 times, because it is limited to 3 per attack, and 4 attacks at 10 channeling magic. If it was All adjacent foes, with six enemies, Splinter weapon would be in effect 20 times, 5 foes besides your target, 4 times is 20. IMO its still pretty good. |
Your misunderstanding it:
| QUOTE | | * Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes." |
Meaning each shot hits at the MOST 3 targets, if you shoot the group 5 times, thats 5*3, 15 targets that you hit, at the most.
Most people use it with barrage, barrage sucks up all 5 of those hits, and only 3 of them get the AoE damage. That means now, instead of hitting for 50*5, 250dmg(or w/e its damage was before now) to EVERYTHING, you will hit 50*5, 250dmg, to only 3 targets. Before, it hit the whole group, now, it hits three out of the 20 or so(refering to the margonite farming). In other words, it would take you MUCH longer to kill, if you even could, because with only 15 targets getting hit once per spike(3 targets per, 5 hits), as opposed to all targets getting hit 5 times each, its MUCH less damage.
Look at it this way, before: Splinter Barrage - 5 hits, each hit triggers the bonus damage on ALL targets. So you hit 4325987634 (or however many enemies you can bunch up) for as much damage as it use to do.
Now: Splinter Barrage - 5 hits, only 3 triggers per hit. So you hit 15 targets(less if it triggers more than once on a single monster), at only 50dmg per target. If you have a group of say 3 or so, you hit all three for 250 dmg.
So, basically, the larger the group, the worse splinter barrage is now.
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| 11/08/07 21:10 |
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slye_boy
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| RE: Update - Thursday, November 08, 2007 |
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LoD was never 1 of my favourite skills, it always seemed to lack that punch, the below 80% is what really rubbed me the wrong way.
I am loving the WoH and the HB buffs tho. I already constantly refresh HB when i run it anyway, just to avoid running out, and now, i might even have 1 slot free instead of energy managment to counter the degen :D
As for WoH, more healing and can be used on any1? yay cheer, no more dying cuz i click on the wrong skill trying to heal myself, lol, but seriously, <3in that.
***THIS POST HAS BEEN EDITED***
See full maps for GW:EN (tarnished coast and north shiverpeaks) here
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| 11/08/07 21:11 |
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KingSalmar
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | | QUOTE | | I dont know why you all think Splinter Barragers are gone now. Since each individual arrow is considered an "attack" that means at if you hit a group of six enemies all together with 10 Channeling magic, splinter weapon will be in effect 12 times, because it is limited to 3 per attack, and 4 attacks at 10 channeling magic. If it was All adjacent foes, with six enemies, Splinter weapon would be in effect 20 times, 5 foes besides your target, 4 times is 20. IMO its still pretty good. |
Your misunderstanding it:
| QUOTE | | * Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes." |
Meaning each shot hits at the MOST 3 targets, if you shoot the group 5 times, thats 5*3, 15 targets that you hit, at the most.
Most people use it with barrage, barrage sucks up all 5 of those hits, and only 3 of them get the AoE damage. That means now, instead of hitting for 50*5, 250dmg(or w/e its damage was before now) to EVERYTHING, you will hit 50*5, 250dmg, to only 3 targets. Before, it hit the whole group, now, it hits three out of the 20 or so(refering to the margonite farming). In other words, it would take you MUCH longer to kill, if you even could, because with only 15 targets getting hit once per spike(3 targets per, 5 hits), as opposed to all targets getting hit 5 times each, its MUCH less damage.
Look at it this way, before: Splinter Barrage - 5 hits, each hit triggers the bonus damage on ALL targets. So you hit 4325987634 (or however many enemies you can bunch up) for as much damage as it use to do.
Now: Splinter Barrage - 5 hits, only 3 triggers per hit. So you hit 15 targets(less if it triggers more than once on a single monster), at only 50dmg per target. If you have a group of say 3 or so, you hit all three for 250 dmg.
So, basically, the larger the group, the worse splinter barrage is now. |
yeah i see what your saying, i was thinking it wouldnt make that big of a difference, but that was if you hit a small group. If the group was really big, then splinter shot wouldnt hit as much.. usually when i use splinter shot, the group is only 5 or 6 foes, which would only make a small difference.
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| 11/08/07 21:26 |
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kielus_
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| RE: Update - Thursday, November 08, 2007 |
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no.
if you'r lucky, all 5x3 will hit same dudes, possibly causing them to die, if you'r not lucky you'll get 15 mobs total hit by 1 splinter weapon each, that's bad for you. you lack total dmg (since the splinter weapon covered itself on mobs):
we got 15 mobs in one square (we assume perfect conditions, e.g. someone good lured them all and packed so they all went into eachother, joy!).
I. pre nerf:
barrage = 6 hits = 6*x dmg
splinter weapon = 5 hits (i take it for easier maths*) = s dmg/hit
now:
each monster hit by barrage will take- x+4*s dmg
each monster not hit by barrage will take- 5*s dmg
assuming we deal ~40 dmg with splinter weapon, and there are 15 mobs total, we get:
15*5*s+6*x dmg total, that's nice.
II. post nerf:
barrage = 6 hits = 6*x dmg
splinter weapon = 5 hits at max 3 foes each hit = s dmg/hit
now:
each monster hit by barrage- x dmg
each monster hit by both barrage and 1 splinter- x+s dmg
each monster hit by both barrage and 2 splinters- x+2*s dmg
each monster hit by both barrage and 3 splinters- x+3*s dmg
each monster hit by both barrage and 4 splinters- x+4*s dmg
each monster hit by both barrage and 5 splinters- x+5*s dmg
with most 'spreaded' (that is 6 mobs will get shot by barrage, and by 1 splinter barrage, that way each mob gets hit at least once):
6*x+15*s
that's 5s dmg less on a mob, that's 4s dmg less on each mob, that's -200 dmg less on EVERY mob in that group of 15.... i don't think i need (neither i'm able to think clearly at that sick time of day) to state more.... you have just lost ~3k dmg :P or meh even more....
with most 'concentrated' (that's 6 mobs get hit by barrage, and 3 same mobs will 'eat' every 'splash' from every splinter), each of 3 mobs will take:
x+5*s dmg, *3 and +3x, that's 6*x+15*s dmg.... whoa, exhausting, just here you do same damage as pre nerf, but not on all 15 mobs, but on 3 mobs... seems not THAT bad ehh?
but think of areas when you get ~30 or more mobs balled up, that's 1/10th of dmg, it goes down with amount of mobs.
happy joy joy, never liked splinter barrage :P only will hurt on snowman running
anyways i've just seconded everything that's been stated few posts above, please stick to that
***THIS POST HAS BEEN EDITED***
Kielus [MU] and all is clear
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| 11/08/07 21:30 |
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KingSalmar
Posts: 0
Joined: 07/28/2007
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| RE: Update - Thursday, November 08, 2007 |
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All in all, Splinter weapon is not nearly as good as it was, but, its still a decent skill. I can only hope A-net doesnt stick with this nerf.
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| 11/08/07 21:46 |
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Chrisworld
Posts: 8
Joined: 07/12/2006
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| RE: Update - Thursday, November 08, 2007 |
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| QUOTE | | QUOTE | | Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes." |
I'll miss you *cries*
http://i20.tinypic.com/2dkj195.jpg
Removed the img tags, your screenshot was a bit wide for forum use. :P
~mwpeck |
Oh, yeah sorry haha someties i forget how big my screen is lol
Gameamp Guides [AMP]
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| 11/08/07 22:08 |
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