Thread: skill ballance 28/04/2006
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27-04-2006, 14:59 #1Member
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skill ballance 28/04/2006
necro:SKILL CHANGES
The arrival of Assassins and Ritualists has caused many core professions to re-evaluate their skills. (Please note that the number ranges below, such as 3..8, are for attribute 0 to attribute 15.)
General
Signet of Capture: now gives 250 XP for each level you have when used to capture an Elite skill.
Without Death Magic, you can control no more than two undead servants. For every two ranks of Death Magic, you can control one additional undead servant.
The number of undead servants you control is now displayed.
Attempting to use a healing skill or to cast a Hex or Enchantment spell on a Spirit now causes a warning message to display.
Mesmer
Energy Surge: decreased Energy lost to 3..8; increased damage per Energy to 10.
Energy Burn: decreased Energy lost to 3..8; increased damage per Energy to 10.
Energy Tap: fixed bugs causing the inaccurate display of the amount of Energy drained.
Epidemic: decreased recharge time to 5 seconds.
Illusion of Haste: fixed a bug that prevented this spell from inflicting the Crippled Condition if it ended prematurely.
Mantra of Earth, Mantra of Flame, Mantra of Frost, Mantra of Lightning: increased Energy gained per hit to 2.
Mantra of Recovery: decreased recharge time to 20 seconds.
Power Spike: decreased recharge time to 12 seconds.
Signet of Weariness: decreased Energy lost to 3..8.
Necromancer
Barbs: decreased recharge time to 20 seconds.
Mark of Pain: decreased recharge time to 20 seconds.
Weaken Armor: decreased recharge time to 20 seconds.
Unholy Feast: decreased cast time to .75 seconds.
Wither: increased Health degeneration to 2..4.
Verata's Sacrifice: decreased Enchantment duration to 5..10 seconds; increased recharge time to 60 seconds; skill now instantly recharges if you have 3 or fewer undead servants; this skill now only affects undead servants you control.
Blood of the Master: decreased Energy cost to 5; decreased recharge time to 2 seconds; decreased sacrifice to 5%; this skill now sacs 2% more Health per creature healed.
Animate Bone Minions: decreased Energy cost to 15..
Death Nova: this skill no longer damages the caster and the caster's allies when an uncontrolled creature with Death Nova dies.
Elementalist
Aura of Restoration: decreased recharge time to 5 seconds.
Fire Attunement: decreased recharge time to 45 seconds.
Water Attunement: decreased recharge time to 45 seconds.
Air Attunement: decreased recharge time to 45 seconds.
Earth Attunement: decreased recharge time to 45 seconds.
Elemental Attunement: decreased recharge time to 45 seconds.
Flare: increased damage to 20..55.
Ice Spear: increased damage to 10..70.
Water Trident: increased damage to 10..70.
Stone Daggers: increased damage to 8..28.
Maelstrom: decreased cast time to 2 seconds.
Mark of Rodgort: fixed a bug that limited the Burning duration to 3 seconds regardless of your Fire Magic attribute.
Wards: no longer affect Spirits.
Monk
Signet of Judgment: decreased recharge time to 25 seconds.
Peace and Harmony: decreased recharge time to 25 seconds.
Contemplation of Purity: increased recharge time to 10 seconds.
Unyielding Aura: now kills Enchanted characters if the caster maintaining this Enchantment dies.
Draw Conditions: fixed a bug that caused this spell to reset the durations of all the transferred Conditions.
Warrior
Mighty Blow: increased damage to 6..35.
Staggering Blow: increased Weakness duration to 5..20 seconds.
Axe Twist: decreased adrenaline cost to 7.
Skull Crack: increased attack speed to .5 seconds; decreased Dazed duration to 10 seconds
Savage Slash: increased Energy cost to 10; increased recharge time to 20; decreased attack speed to .5
Flourish: this skill now recharges Pet Attack skills.
Ranger
Call of Protection: decreased recharge time to 90 seconds.
Dual Shot: increased recharge time to 7 seconds.
Comfort Animal: no longer disables your skills if used to resurrect your pet.
Edge of Extinction: this Spirit no longer damages creatures that are outside of its effect.
Antidote Signet: Fixed a bug causing this Signet to remove Conditions other than Blind, Disease, and Poison.
minion masters = nerfed
(maar minion bombing = serieuze boost)
ele's:
Aura of Restoration is nu de perfecte coverup enchant voor ele's (5 sec recharge)
attunements zijn ietsje beter geworden
water ele krijgen kleine dmge boost
flare dmge boost O.o
monk:
CoP = klein beetje nerfed
PnH = beter
warrior:
flourish = the beastmasters friend
ranger:
beastmaster boost (geen 8 sec skill blackout bij rezzen van pet)
dual shot nerfje
WEAPONS, SHIELDS AND FOCUS ITEMS
Significantly improved the quality of rare (gold) and uncommon (purple) items.
Restricted Vampiric and Zealous weapon components to occur only on rare weapons.
Upgraded Sundering weapon components to provide a maximum Armor Penetration of +20% (Chance: 20%).
Added weapons with +5 Energy to PvP-Only character creation.
Added weapons with +15% damage and -5 Energy to PvP-Only character creation.
Added weapons with +15% damage and -10 armor while attacking weapons to PvP-Only character creation.
Added new Focus items to PvP-Only character creation.
Improved bonuses on wands in the PvP-Only character creation screen to better match what is dropped by monsters.
vrij tof ^^
RUNES
Increased probability of finding Superior Vigor and Superior Absorption runes.
Changed new rare (gold) armor to only provide superior (gold) runes.
Changed new uncommon (purple) armor to only provide major (purple) runes.
As always, you must use an expert or superior salvage kit to extract a rune from armor. These changes will not affect loot that dropped prior to this update.
hell yeah gold armour is nu altijd superior rune
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27-04-2006, 15:27 #2Approved 9-lifer
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w00t!!!
zitten wel een aantal leuke aanpassingen tussen.no votes
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27-04-2006, 15:48 #3Member
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ook kunt ge nu dingen kopen om in uw guildhall te zetten
xunlai agent = 10plat
skill trainer = 100 plat
material trader = 100 plat
rare material trader = 100 plat
weaponsmith = 10 plat
merchant = 25 plat
dye trader = 50 plat
rune trader = 25 plat
scroll trader = 50 plat
om alles te kopen heb je 480k nodig denk ik.... O.o
begrijp sommige prijzen toch ni zenne...Error can not be displayed.
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27-04-2006, 15:59 #4
Skull crack eindelijk deftig!
Savage slash ga pijn doen als 55 in UW
Heb slechts 91,5% van de map op mijn main character, slaagt anders wel tegen
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27-04-2006, 16:16 #5Member
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O.o
ik heb slechts 70% op men main char (heb lornars pass ni) en nog een paar kleinere zonesError can not be displayed.
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27-04-2006, 17:42 #6
E-surger generft....
alhoewel hij nog steeds evenveel dmg gaat doen
maar minder energy drainen....(\__/)
(='.'=)
('')_('')Healer Rabbit Queenno votes
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27-04-2006, 18:10 #7Member
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tja drained idd minder energy mja... 4 energy in totaal is nu ni zo enorm veel he
qua dmge is dit eigenlijk zelfs beter (ge doet meer dmge als target bijna geen energy meer heeft)
tis nu alleen moeilijker om er voor te zorgen dat ie geen energy heeft
... maar vermits er een leuke skill is die er voor zorgt dat een caster 26 energy kan verliezen + interupted is... zie ik ni echt het probleem in
war's kunt ge nogaltijd makkelijk drainen met spirit shackles, casters is ietsje moeilijker maar geef toe twas ook een beetje overpowered (1 mesmer kon gemakkelijk een monk drainen)
als ge 4 extra energy wilt drainen => energy stealing
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27-04-2006, 19:45 #8
e-surge nerf = mesmer verliesd nu meer energy dan z'n target...
e-surg nerf = energy feast draint meer energy in een bepaalde tijd
e-surge nerf = energy drain wordt mss meer gebruikt omdat het nu zelfde e-loss veroorzaakt
voor de rest nie echt veel commentaar
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27-04-2006, 22:33 #9
Blah nog altijd dezelfde idiote kleine range van aoes... waardoor maelstrom of enig andere aoe niet gebruikt word. Heeft geen reet te maken met de casttime
.
savage slash is nu ambetanter om te gebruiken, en skull crack is nog altijd elite onwaardig
...
pnh is nog altijd subpar met de rest... had zo gehoopd op een +2 energy per seconde... om dan maar niet te vergeten dat het zpijtig was dat protective bond en balthazar spirit de vorige updatechanges niet hebben behouden
Veranderingen aan water eles is nog altijd niet goed genoeg voor mij
Shogun Walhalla W/Me 20
Shogun Walkyre Mo/N 20
Shogun Artemis R/Me 20
Elementally Wally E/Me 20no votes
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27-04-2006, 23:14 #10Ik zie misschien nu water spike team bestaan ?Veranderingen aan water eles is nog altijd niet goed genoeg voor mij

max dmg van water trident en spear = 70+-
6 Water ele's die water trident spamme lijkt fijn
no votes
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27-04-2006, 23:22 #11
Mantra of Recovery + Diversion..
Tijd om een mesmer te maken
En 95% map op main, 100% is zo goe als onmogelijk aangezien ik mss nog 1-2 grijze plekskes heb op de map T_TLast edited by Ajantis; 28-04-2006 at 01:46.
no votes
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28-04-2006, 08:36 #12Member
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nice!
100% is idd zogoed als onmogelijk vermits sommige plekjes in missie areas zijn waar je normaal nooit komt (buiten thunderkeep), fire islands eerste missie naar links waar alle muursaat zijn etc etcError can not be displayed.
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28-04-2006, 09:31 #13
Heb hele fire islands, thunderhead keep een mini stukje opt einde nog, heb heel het stuk rechts me de avicara

Gisteren dagje ligge rondlopen aangezien ik vandaag factions pas koop
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28-04-2006, 15:43 #14Member
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vergeet ook nie te pvpen met je pve char (de arena's staan ook op de map)
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