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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.

highjinx
13-08-2006, 21:40
for some reason... and i could be wrong... I dont think chants n stuff will stack...

If they do... I expect the nerf to maybe hit like that first before the skills are changed themselves.

Yep, everyone was too dervish crazy... now the paragons gonna be uber due to lack of adaquate testing lol.

Issisac
13-08-2006, 21:43
Just a couple problems I see with this.

1) Recharge Time

I have always been under the impression that the speed increase in skill recharges has a cap at 30% or whichever, so stacking Quickening Zephyr and Serpent's Quickness wouldn't be effective together (as far as I know :undecided:)

2) Skill Slots

For the effect that you're implying you've already listed four skills that would be needed to boost energy regen, adrenaline regen, and quicker recharges. That's half of your skillbar already. Then you have to count a rez (if you're taking one), most likely some self-healing, and THEN you still have to scrunch in enough adrenaline skills to make all that extra adrenaline handy. Let's say you have those four skills listed, a rez, and one self-healing skill. That only leaves you with two attack skills.

I'm not sure on how all these things would stack and crud, but it just seems like the combination would be WAY too much effort for it to be effective with multiple players :huh: .

critical vengeance
13-08-2006, 21:54
1 no they don't stack, you let the people all unload an attack skill and in rapid succesion keep applying the chant once used up

2 even if the recharge was stuck at 10 seconds do to quicken zephyr being the faster recharging one, it would just make it a more managable spam of anything

3 you have a bunch of people, so really it's just a concept of something unbalanced, really you may just be able to use 2 paragons or w\e i know the paragon should add new aspects, but it would be like the blood spike with the soul twisters, except this uses adrenline

besides, hard concepts or not, if it is good in guilds and such where comication is well done it would be crazy powerful

edit: Why would the paragons be attacking? They are simply fuel to burn in powering up warriors and such with adrenline spike

Issisac
13-08-2006, 22:12
I assumed the paragons would be attacking because they are one of the only two professions that can actually use adrenaline. If you've got SOOO much adrenaline coming in, why not have the paragons attack?

EDIT: Just tacking a little something on the side. Aria of Power I could see working wonderfully with a team of assassins. I should try that when Nightfall comes out.

critical vengeance
13-08-2006, 23:26
The adrenline would fuel the warriors with a maxed weapon mastery such as swordmanship and would be able to spike for a very long time, since every other attack they could be over 10 adrenline,

edit: due to misunderstanding i kinda messed up so that's why i edited this

Issisac
13-08-2006, 23:41
Nevermind, then assassin comment was completely aside from the warrior jargon.

critical vengeance
13-08-2006, 23:47
Nevermind, then assassin comment was completely aside from the warrior jargon.


oops i got my stuff messed up, the power thing yea for the extra energy, it could work well if you could somehow manage to get rid of the extra energy without being bad compared to one with assassin's promise or AoD, because you couldn't use spells.

fang
14-08-2006, 00:12
Skill recharge stacks up to 50% but no more than that.

See the page, http://guildwars.com/support/gameupdates/

"SKILL UPDATES

All

* Lowered the cap for Healing Reduction to 40%. *
* Lowered the cap for Recharge Reduction to 50%. *
* You can no longer be knocked down immediately after you respawn from a resurrection shrine.

* Note: like all reduction caps, these only affect the cap from multiple sources. Any single skill that exceeds this cap will still work. Thus, skills such as Lingering Curse or Ritual Lord still gain their full effect."

critical vengeance
14-08-2006, 00:50
ah yes well i forgot, still 10 seconds is still really nice 5 extra adrenline or so every 3 seconds is still insane

lavenbb
14-08-2006, 10:32
This isn't much different from what dark fury was capable of. Maybe people will finally use that skill now that it can be stacked with this.

critical vengeance
14-08-2006, 14:43
Dark Fury
availability Sacrifice up to 17% max health. For 5 seconds, the next time any nearby party member hits with an attack, that party member gains one hit of adrenaline. 10 enery 3/4ths second cast 5 second recharge


Problem is you sac a lot of health for like a couple extra adrenline, and a fairly high energy cost to go with it. Maybe if it was 5, of course it could be possible to maybe combine the to to a crazy adrenline charge, but the athem thing seems to just be overall too good.

lavenbb
15-08-2006, 00:35
It's not difficult at all for for an ele to spam dark fury with aura of restoration actually.

Anyway, there're enough counters to adrenaline already, for all I know you can gain like 20 strikes and lose them all instantly.

critical vengeance
15-08-2006, 01:15
That is quite true with a mesmer with the right skills. Even some spirits will cause melee problems, but i do beleive the paragon has a chant that makes your attacks not be evaded or something.

lavenbb
15-08-2006, 02:59
anti block/evasion is also nothing new to the game. warriors, rangers, necros, assasins and ritualists can all do it.

Alphabet
15-08-2006, 13:10
Chants do NOT stack.

Honestly, I don't want more than 1 or 2 paragons in my team using the same shouts. A healing Paragon and Damage paragon, however, is nice, since they most likely won't have cover chants.

Aria of Flame's beauty is not in the added fire damage, in my eyes(I played a healer Paragon during the Weekend). It was a beauty because it was a 10 second cooldown, short enough and cheap enough to spam to keep my Mending Refrain up.

Anyway, multiple Paragons isn't that great. Multiple R/P Packhunters is GREAT, with 2 monks and a Paragon to heal/protect.

I'd fear the R/P build more. Expect it to be the next IWAY.

critical vengeance
15-08-2006, 13:59
aria of flame isn't a problem >_> or could really ever even be one, they don't need to stack either, time it right and just use another chant.

Traynor Dragonblade
28-08-2006, 13:33
I think there is a chance for some nice support/synergy there with the Paragon.

What I'm wondering is how big the area of effect of the shout? With the movement in alot of GvG's the toughest thing for the Paragon might be keeping up and staying in shout range of the whammos. But on alot of maps it might not be as big an issue :)

I agree with Alphabet too...I think the R/P packhunters will be a bit of a trend when NIghtfall comes out...I know I plan on making a Ranger spear-chucker.

critical vengeance
28-08-2006, 23:12
I think it is possible that they may actually keep the preview events "Ear shot" .. i hope so at least, since otherwise you will have to be really close to everyone..which means from warrior to monk range.