Talk:Ward Against Melee (PvP)

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Wtf, a PvP version that's only 2 seconds shorter than the PvE version at 15 specc. There's no other difference 72.222.217.198 00:39, 25 June 2009 (UTC)

Yes, it seems a bit silly, don't you think? You will notice, however, that at attributes much lower than 15 (because the team is taking a mesmer to run ele skills because secondary professions are stupid and responsible for about 66% of all imbalanced stuff in the game, not that ward vs. melee was imbalanced in the first place, especially considering how overpowered scythes were and are and will continue to be for the foreseeable future (comrade chairman, I AM the future)), the duration reduction is around 3 seconds. Worth splitting the skill in two? Of course not! Now, as I mentioned, Ward vs. Melee didn't need a nerf in the first place, what needs a nerf are SCYTHES. But if it had needed a nerf, this was a piss-poor way to do it: they upped the energy cost and upped the recharge, as well as split it into 2 skills for almost no reason at all, and for the PvP version, also reduced the duration. What they should have done was keep it viable for elementalists and people running actual earth users (which would probably would have just ended up being more fast-cast mesmers, tbh) by making it cause exhaustion, which the average mesmer is ill-equipped to deal with. Essentially, this would have meant using it more than every 30 seconds would put serious strain on the mesmer's energy, as opposed to the current incarnation which just begs to be GoLEd. But hey, what do I know? I didn't go to college to get a degree on game balance like Izzy did. Oh, wait... --Jette User Jette awesome.png 00:54, 25 June 2009 (UTC)
Eh... even at 8 or 6, the difference is only 3 seconds. The PvE version of this should be noticeably stronger, like 5 energy or 15 recharge. -Auron 00:57, 25 June 2009 (UTC)
Or they could revert both of them. Or, since they were campaigning to "remove passive defense from PvP", they could rework it completely.

10 Energy1 Activation time10 Recharge time "Ward Spell. Create a Ward Against Melee at your location. After 3...1...1 seconds, any foes attacking in melee in this ward are knocked down for 3 seconds and Blinded for 5...9...10 seconds. 50% failure chance with Earth Magic 8 or below"

Or something. "Removing x from the game" by reducing the number of viable, balanced skills in the game is really a meh way to go about it. :/ User Raine R.gif Raine - talk 18:20, 26 June 2009 (UTC)
That sounds neat, but any warrior (or other melee) with so much as an ounce of common sense would just stop attacking. I guess it could be useful as an anti-spike kind of thing, and it would definitely work against idiots, but... meh, it would just be a totally different skill. Ward vs. Melee was perfectly balanced for three years, then all of a sudden and for no apparent reason it wasn't. I agree that defenseway blockwebs are totally stupid and should be discouraged, but nerfing classics is a pretty sad way to go about it. --Jette User Jette awesome.png 18:34, 26 June 2009 (UTC)
Since when did people in PvP have an ounce of common sense? ~RyuuUser Ryuu Desu Sig.png[ Talk|Contributions ] 18:36, 26 June 2009 (UTC)
It would be pretty tough to avoid at 1 second (slightly harder than Whirlwind, which is annoying as hell). Maybe it should just scale to 0? User Raine R.gif Raine - talk 18:39, 26 June 2009 (UTC)
I agree, it'd be difficult to avoid at 1 second for most people, especially with latency. Maybe make it scale to 1 second, but only after you get to 12 or more earth magic so that mesmer primaries have a harder time abusing it without using any other earth magic skills. --Jette User Jette awesome.png 18:40, 26 June 2009 (UTC)

Zaishen Ele needs update[edit]

Zaishen Elementalist is still using this. I just stole it with Arcane Thievery and I was able to cast it... Hey, my Mesmer can cast skills only monsters can! She's imba. --numma_cway 18:05, 20 July 2010 (UTC)

It's not a monster skill :< Iffy 96.231.229.227 18:07, 20 July 2010 (UTC)