Talk:Savannah Heat (PvP)

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LOL--FoxPromise 02:36, 19 June 2009 (UTC)

Pretty good example of "not understanding why the skill is a problem, but nerfing it anyway". Oh well. Vili 点 User talk:Vili 02:39, 19 June 2009 (UTC)

Yep. 5,10,15, who cares for a long-recharging skill about the energy cost. I do not understand the reason. Are they annoyed by SH Elementalists clearing shrines in AB? This does not change it. But RoJ Monks can still often one-shot a shrine with the lolnuke in Jade Quarry. I just wonder in which game mode this skill was a major problem, and what 15 energy actually does to change that??? --Longasc 09:27, 19 June 2009 (UTC)
According to the Dev Update the change was made because of HA and stacking several "Heats" on the Altar. But this actually does not solve the issue. --Longasc 21:03, 19 June 2009 (UTC)

Searing Heat > Savannah Heat (PvP) 14:35, 19 June 2009 (UTC)

Maybe Anet didn't want to see this skill removed from PvP play, just a little slap on the wirsts to ensure it's not always available on the recharge. The only thing I don't really understand is why this is PvP-only. It wouldn't have been an issue in PvE at all, and personally, I prefer as little split skills as possible. But that's just me. 06:45, 20 June 2009 (UTC)
But if you're playing at all competently, it will still always be available on recharge. I never come anywhere close to having only 15 energy left on a SH bar...
ANet just needed to reduce the damage (either by actually tweaking the numbers, or making it cause burning, like what they did to Cry of Pain) to make this more balanced in PvP. The problem isn't that it costs so little energy, but rather that it deals wtf imbahax damage. The energy thing was just sort of an insult to the injury. Vili 点 User talk:Vili 06:55, 20 June 2009 (UTC)


now aura heals you for more and gole & attune refunds more energy! - Wuhy User Wuhy sig.jpg 08:45, 10 July 2009 (UTC)