critical vengeance
13-08-2006, 21:00
Anthem of Fury For 10 seconds, all allies within earshot gain 1-4 strikes of adrenaline the next time they use an attack skill. 5 energy 1 second activate 20 recharge
doesn't seem like much now but if you had 3 paragon spamming it in this cenorio you could have some servere problem
aria of power in effect - Aria of Power
For 10-40 seconds, each ally within earshot gains 2 Energy regeneration until that ally casts a spell. 25 energy 1 second activate 45 second recharge
After this is in effect put up
Quickening Zephyr
Create a level 1-8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more energy to cast. This Spirit dies after 15-39 seconds.
Before that is up the paragons use serpents quickness to efftively be able to use that skills about every 6 seconds.
Now this is what you have, since it is a bit hard to make this go that smoothly, almost constant addrenline, i mean it's almost insance, i assume the thing caps at 5 or 6 i assume 5 when runes and such. Can you imagine 5 extra adrenline every couple seconds?!
Winnowing and frozen soil would only add to the carnage. You also have to remember the paragons can remove conditions as well with the one signet, but really the flash bots wouldn't even be that bad.
Forgot adrenline spike... this is adrenline unslaught, if you have like even 4-5 skills to choose from you constantly hit hard and mow over the competition. With frozen soil active your foes cannot rez and you roll them over, with winnowing each attack is doing another 4 damage.
I don't mean to try to bring down a nerf bomb, but this skill offers a lot, and in organzied play too much. Really if you needed you could even potentially have a ritualist at hand to blow up the frozen soil if the plan backfires. You could even have blood necros to help maintain paragon energy, though they do have 4 pips, still the extra boost wouldn't hurt.
The warrior could get many new skills to help survive, the problem not only lies in the fact you can maintain your energy but you deny your foes of energy. This in most cases is just a smart plan, but if it gets serverely powerful there needs to be a nerf. Because the people trying to blind you pretty much have a wasted air attunment, if they use it. The spells will recharge but blinding flash will cost a lot and just go out.
So will we need a nerf? Will it not be bad enough to need one? Who knows until, just a heads up to you all.
doesn't seem like much now but if you had 3 paragon spamming it in this cenorio you could have some servere problem
aria of power in effect - Aria of Power
For 10-40 seconds, each ally within earshot gains 2 Energy regeneration until that ally casts a spell. 25 energy 1 second activate 45 second recharge
After this is in effect put up
Quickening Zephyr
Create a level 1-8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more energy to cast. This Spirit dies after 15-39 seconds.
Before that is up the paragons use serpents quickness to efftively be able to use that skills about every 6 seconds.
Now this is what you have, since it is a bit hard to make this go that smoothly, almost constant addrenline, i mean it's almost insance, i assume the thing caps at 5 or 6 i assume 5 when runes and such. Can you imagine 5 extra adrenline every couple seconds?!
Winnowing and frozen soil would only add to the carnage. You also have to remember the paragons can remove conditions as well with the one signet, but really the flash bots wouldn't even be that bad.
Forgot adrenline spike... this is adrenline unslaught, if you have like even 4-5 skills to choose from you constantly hit hard and mow over the competition. With frozen soil active your foes cannot rez and you roll them over, with winnowing each attack is doing another 4 damage.
I don't mean to try to bring down a nerf bomb, but this skill offers a lot, and in organzied play too much. Really if you needed you could even potentially have a ritualist at hand to blow up the frozen soil if the plan backfires. You could even have blood necros to help maintain paragon energy, though they do have 4 pips, still the extra boost wouldn't hurt.
The warrior could get many new skills to help survive, the problem not only lies in the fact you can maintain your energy but you deny your foes of energy. This in most cases is just a smart plan, but if it gets serverely powerful there needs to be a nerf. Because the people trying to blind you pretty much have a wasted air attunment, if they use it. The spells will recharge but blinding flash will cost a lot and just go out.
So will we need a nerf? Will it not be bad enough to need one? Who knows until, just a heads up to you all.