User talk:Isaiah Cartwright/Update20070810

Please discuss the update here. ~Izzy @-&#39; 04:56, 11 August 2007 (UTC)


 * increased recharge time to 8 seconds.

Could you do me a huge favour and change this into a skill, not a spell? I'd really appreciate it if ever I chance to fight against some griefer resign-way Shadow-form web team. The only alternatives would be Signet of Disenchantment, Signet of Twilight, Chilblains, or a lucky streak of indirect AoE damage.--Skye Marin 04:04, 12 August 2007 (UTC)
 * Setting this as a skill would be really interesting, I can almost guarantee you'd see scythe thumper-type builds with it. Overpowered with expertise bonus? Probably. Fun? Very Likely. --Tankity Tank 10:45, 12 August 2007 (UTC)
 * I don't see scythe thumpers being a huge threat, regardless of enchantment removal. Dervishes out-damage them, and since they can't do anything cool like knockdown or daze, they're just pointless.
 * Also, Skye; was it A So Ko's team? - Auron 12:59, 13 August 2007 (UTC)
 * I saw that thread, but I was talking in general.--Skye Marin 18:01, 13 August 2007 (UTC)
 * Expertise works with Touch spells anyway now (Mending Touch for 2E on rangers ftw). Rending Touch is ALREADY reduced by expertise. Wouldn't overpower it more in that sense. It'd help reduce some gimmicks i guess, though tbh i don't feel that it matters so much. I don't mind one way or another. Patccmoi 06:15, 14 August 2007 (UTC)


 * increased Energy cost to 15; increased duration to 6..12 seconds; increased recharge time to 12 seconds.
 * its a pvp only skill now 11 August 2007 (UTC)
 * Works fine for SSs in UW still, yet is annoying for it to have less length and 15 energy still.--Renegade 09:46, 11 August 2007 (UTC)
 * More energy intensive than before these week end's updates but better because of the near 100% uptime and more difficult to disrupt cause of 1s. I prefer the first update with a slighty higher recharge as some ppl suggested, 10/1/15 with 4...10d and fixed 25% speed buff/50% miss. If it costs 15e it cannot be 2s cast or you'll have to give it a too long duration and 100% uptime, if it becomes 15e/1s then duration should be 15s max and recharge about 20s. I end up with this conclusion, more active : 10/1/15 4...10 seems to be the best choice imo (difficult to disrupt but about 66% uptime) and if you want to make it easier to disrupt : 10/2/15 4...15 or 4...13, something closer to a 100% uptime w/o considering cast time (easier to disrupt but near 85% uptime and with a longer duration). With the current update this skill still seems a bit too good to me even though it is more energy intensive, but i think it could work actually (i'm more concerned but disruption and uptime than energy actually so i'm based on those two criteria)  Azul  [[image:Frigid_Armor.jpg|20px]] 10:36, 11 August 2007 (UTC)
 * With these new costs, the Price/Reckless combo is pretty much dead. At least i would now rather bring a melee ward or Insidious Parasite on this guy. -Void 11:38, 11 August 2007 (UTC)
 * Just use Blinding Flash instead. --Shadetz X 01:52, 12 August 2007 (UTC)
 * I think the increased energy costs on this and Price of Failure has come close to killing Curses in competitive play. Not that I think the game would be hurt by a season without the threat of hexes, but if the goal is to balance the strategy this is going to need another look. -Ensign 22:12, 13 August 2007 (UTC)

If hexes are becoming more active rather than passive, (sort of like blind) can we have a skill that costs 5 nrg, 2 second recharge, and completely removes all hexes from target other ally?? Shouldnt hexes be just a tad bit easier removed just as conditions have?


 * reduced recharge time to 5 seconds.

Yay, now i can build up exhaustion even faster.....Streetp 05:20, 11 August 2007 (UTC)


 * Exhaustion is interesting on the expensive spirits, but not on these damage spells. For this one, a pressure skill is a common suggestion, but don't just make it a pressure skill; make it a great one. 5/1/5 "Target foe is struck for 15..60 damage. If you are under the effects of a weapon skill, up to three foes nearby your target are also struck for 15..60 lightning damage." The nerfs to the current weapon durations support the extra damage output.--Skye Marin 22:27, 11 August 2007 (UTC)


 * I don't get this change. Is this mocking the Ritualist community or something? You've said before, Izzy, that you wanted to turn these from spike skills into pressure, but obviously a short recharge makes no difference as long as there's exhaustion to deal with. Whether the recharge was 5 or 8, it's not going to get used any more than it used to... TGgold 03:21, 12 August 2007 (UTC)
 * A great way to build up exhaustion. Use this twice and already more than 50% of the Rit's energy bar (Holding Urn) will be in grey. --Shadetz X 10:10, 12 August 2007 (UTC)
 * This isn't setup to be a pressure skill as is. The closest relation would be ob flame, most of the time ob flame is used in a spike. --Tankity Tank 10:48, 12 August 2007 (UTC)
 * lower recharge, lower energy cost, lower cast time doesn't change the fact what people can only use it every 30 seconds, which is a waste on any skillbar 13 August 2007 (UTC)
 * Exhaustion on Rit nukes is horrid in practice. You simply cannot afford to build up any amount of exhaustion on a Ritualist, which really does limit these skills to being cast once every 30 seconds.  This and Ancestor's Rage are basically nothing but spike skills now, and horribly slow spike skills at that.  Without any other utility, these are never worth a slot on your bar. -Ensign 11:19, 13 August 2007 (UTC)


 * reduced Energy cost to 5.

Opinions are like assholes... everyone's got one, eh? I'm no exception, I guess. I'd say keep this one at 5 energy, but fuel it with the energy pool from spawned spirits, and increase the range because of the reduced spamability and spirit requirement. Each spirit has 31 energy, which is constant. 5,3/4,5 "The spirit nearest target ally loses 1..10 energy. For each point of energy lost this way, all foes nearby target ally are struck for 5..13 lightning damage."--Skye Marin 22:38, 11 August 2007 (UTC)
 * The problem is, that exhaustion still causes -10 max energy. So with full energy, you still loose 10e instead of only the five. It would be OK if one would only get 5e exhaustion. [[Image:User_Der_moon_sig.png| ]] Der moon 15:19, 12 August 2007 (UTC)
 * So don't cast it at full energy? -Ensign 10:55, 13 August 2007 (UTC)
 * Year, I cast it and then cast it after 30 seconds - what a great skill... ;) If 5e skills would only cause 5e of exhaustion, it would be afforable in PVE. [[Image:User_Der_moon_sig.png| ]] Der moon 11:30, 13 August 2007 (UTC)
 * Hey, I'm not saying it's not crap. I'm just pointing out that if you're ever losing current energy because of exhaustion and not just your max you're being bad. -Ensign 22:14, 13 August 2007 (UTC)

How about increasing the enery cost to 10e and removing the exhaustion --Just One More Thing 20:06, 13 August 2007 (UTC)
 * What was the old ritspike build? Would emphasising the "ancestor" portion of the skill name by making it only cause exhaustion if you're not holding an item be a signiificant mitigating factor, or did ritspike builds use item spells? What about dropping the exhaustion, raising the Energy cost back to 10, turning it into an enchantment and splitting the damage into two packets like this: "Enchantment Spell. All foes adjacent to target ally are struck for lightning damage and target ally is enchanted with Ancestors' Rage for C seconds. When Ancestors' Rage ends, all adjacent foes are struck for  damage"? -- Gordon Ecker 23:33, 13 August 2007 (UTC)
 * Rit spike had 1 item spell, Mighty Was Vorizun, in their build. Since you were wondering if they had item spells :P--Bane of Worlds 02:11, 15 August 2007 (UTC)

I've been playing with the new changes to this skill and have posted my experience. Look for post #377 at the following link:. --Bad Abbot 04:00, 14 August 2007 (UTC)

/

 * these Skills now only knock you down if they hit.
 * Very good change imo. Yesitsrob 07:05, 11 August 2007 (UTC)
 * Finally teams can counter them.--Renegade 11:45, 11 August 2007 (UTC)
 * Indeed a very nice change. Another difference: If you hit more than one guy with a scythe, you now get knocked down; i guess that's working as intended. -Void 14:20, 12 August 2007 (UTC)

General Balance
In one day the meta shifted heavily to physical pressure builds with paragons. Imo it's really time to either nerf the defensive stances on monks (soldier's / disciplined) or improve stance removal (no adrenaline loss with wild blow or shorter recharge again) - otherwise it's incredible hard to bring this stuff down. -Void 15:09, 11 August 2007 (UTC)
 * IMO the feel I got for the update was a buff for classes that inflict physical damage. Some Anti-Melee hexes got higher energy cost or shorter duration. Anti-melee seems to be moving away from hexes and towards enchantments, Guardian. But, melee enchantment removal improved too. Ritualist got a big nerf with the introduction of exhaustion. Hex removal is buffed somemore. Running and dodging for ranger has improved; this is going to be a nightmare for some teams in the Arenas where there are lots of running rangers. --216.113.208.132 19:59, 11 August 2007 (UTC)
 * Tell me about it. Hex removal and melee pressure is very intense. --Shadetz X 09:39, 12 August 2007 (UTC)
 * If monks are running defensive stances then they generally have no energy management... --The preceding unsigned comment was added by User:210.9.137.97.

Misc Comments
Could someone with super awesome wiki skills make this look pretty like you do with my other stuff. (PS I love you for making it all pretty <3) ~Izzy @-&#39; 04:57, 11 August 2007 (UTC)
 * :P - Auron 05:09, 11 August 2007 (UTC)
 * *Hug* ~Izzy @-&#39; 05:27, 11 August 2007 (UTC)