Talk:Black Lotus Strike
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This is worthless as a lead and a hex-bound attack. Either change it back to an off-hand; or make it so the +damage and energy gain only occurs on hexed foes, like Black Mantis Thrust deals cripple. Honestly, do you even remember how to do your job? RitualDoll 02:30, 14 November 2007 (UTC)
- It's obvious by now he doesn't listen to logic for a large %age of his balances. — Skakid9090 02:32, 14 November 2007 (UTC)
- I'd like to know why these skills were picked though...I've seen them on a lot of SP bars...=\ Is Izzy expecting people to stop using Shadow Prison altogether? RitualDoll 02:42, 14 November 2007 (UTC)
- No, not just Shadow prison. Apparently they're aiming to stop all spike assassins and force them all to run Jagged strike. --97.100.141.74 02:45, 14 November 2007 (UTC)
- Izzy obviously felt like completely frying SP-sins this time... But dammit, at the very least revert this skill back to an Off-hand Attack. Standard SP-sins got hit hard enough with just the other changes (HotO dmg(!)+Impale c.time+Exp.Defenses duration) and the only thing I can see this do is make all the SP-fanatics change over to the Trampling-variant which is almost just as good damage wise as the standard SP-sins, but with a pretty much guaranteed KD. This didn't kill the meta sin-split; it only killed ways of variety.--Azurei 09:18, 14 November 2007 (UTC)
- I think he should have given people more time to realize that SP is not that good at all. It was already very fragile to failure. The change to the Ox skills harms all sin builds utilizing them, indeed a total failure to add "more variety" to the game. Now dagger sins suck more in general. Makes me really mad. --Longasc 12:40, 14 November 2007 (UTC)
- Izzy obviously felt like completely frying SP-sins this time... But dammit, at the very least revert this skill back to an Off-hand Attack. Standard SP-sins got hit hard enough with just the other changes (HotO dmg(!)+Impale c.time+Exp.Defenses duration) and the only thing I can see this do is make all the SP-fanatics change over to the Trampling-variant which is almost just as good damage wise as the standard SP-sins, but with a pretty much guaranteed KD. This didn't kill the meta sin-split; it only killed ways of variety.--Azurei 09:18, 14 November 2007 (UTC)
- No, not just Shadow prison. Apparently they're aiming to stop all spike assassins and force them all to run Jagged strike. --97.100.141.74 02:45, 14 November 2007 (UTC)
- I'd like to know why these skills were picked though...I've seen them on a lot of SP bars...=\ Is Izzy expecting people to stop using Shadow Prison altogether? RitualDoll 02:42, 14 November 2007 (UTC)
I really don't mind this being a lead attack. Now it works similar to Golden Lotus Strike, but with hexes. Finally a way to recoup some energy on Deadly Arts builds and use another offhand. Although I'm a bit flabbergasted that Izzy thought this needed more attention than that monstrosity Signet of Toxic Shock... --Glenforder 05:32, 14 November 2007 (UTC)
- Quit your bitching, This skill was imba ever since you could pair it with black spider strike for two dual attacks in 4 skill slots and still not have to worry about your energy. with hexes being more useful for killing than enchantments, there's no reason for 'black' attacks to be more powerful than 'golden' attacks. --Ckal Ktak 11:20, 15 November 2007 (UTC)
- That doesn't mean they have to mutilate the "black" attacks. "Golden" attacks have always been especially awful with +dmg and effects. Why don't THEY get a buff instead of making these this useless? -_- 72.81.222.90 07:57, 16 November 2007 (UTC)
Maybe because golden go through "block" effects? "Black lotus" attacks fuel the attack chains with ridiculous energy management on par with pre-nerf SR. Golden attacks have mediocre damage because they're unblockable. The sin meta is much better now.SnowBunny 22:41, 25 November 2007 (UTC)
- Golden just means under enchantment thier not unblockable, Fox is unblockable and those tend to have low cooldown and good damage
12:20, 30 November 2007 (UTC)
[edit] Bug vs Anomaly
If the skill fails if it doesn't hit an hexed foe, then IMO the description is bugged, not merely anomalous. --
(CoRrRan / talk) 17:08, 14 November 2007 (UTC)
- I don't think it would be a bug, just the description is incorrect, so it's not a bug as the skill operates the way they designed it too. The description just needs re-wording. — ク Eloc 貢 17:12, 14 November 2007 (UTC)
- I guess that's the point, right? Whether it was designed to fail if the target isn't hexed. Let's just leave it at bug, that sounds more urgent to me and we can harass (wrong word) Izzy with it. :-) --
(CoRrRan / talk) 17:21, 14 November 2007 (UTC)
- If it's wrong, it's a bug. Anomality would apply if it works as stated, but doing so breaks the general pattern. Backsword 17:22, 14 November 2007 (UTC)
- I guess that's the point, right? Whether it was designed to fail if the target isn't hexed. Let's just leave it at bug, that sounds more urgent to me and we can harass (wrong word) Izzy with it. :-) --
[edit] Fixed
Now only the energy gain is conditional, not the hit itself. Sounds like what was supposed to happen when it was changed to a lead. I think this skill is somewhat viable now. --Glenforder 17:19, 1 December 2007 (UTC)

