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View Full Version : HEALERS POST ABOUT NERFS


Rystic
06-14-2007, 09:48 AM
<p>I've noticed alot of scouts venting lets, So healers plz feel free to share your views on the nerfs. </p><p>Examples:  </p><p>1. Should they lower heals in pvp ? lol </p><p>2. Would it make us stronger ? </p><p>3. Should we get the pvp belt <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ? </p><p>And any other bits of information that would be useful </p>

Norrsken
06-14-2007, 01:44 PM
<cite>Rystic wrote:</cite><blockquote><p>I've noticed alot of scouts venting lets, So healers plz feel free to share your views on the nerfs. </p><p>Examples:  </p><p>1. Should they lower heals in pvp ? lol </p><p>2. Would it make us stronger ? </p><p>3. Should we get the pvp belt <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ? </p><p>And any other bits of information that would be useful </p></blockquote>Mages should get the pvp belt. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

Elephanton
06-14-2007, 02:06 PM
These changes will make any healer unbeatable 1 on 1, while druids will become god mode on all tiers.

tiredang
06-14-2007, 02:41 PM
<cite>ElephantonRU wrote:</cite><blockquote>These changes will make any healer unbeatable 1 on 1, while druids will become god mode on all tiers.</blockquote>Well, how many healers really go out soloing?  It's not like they can actually kill in a decent rate of time (furies excluded from that), and it's not like they don't have to invite at least a scout for track.  Healers for the most part are not a solo class, and these changes really do seem to be geared towards grouping more.

Norrsken
06-14-2007, 02:45 PM
[email protected] wrote: <blockquote><cite>ElephantonRU wrote:</cite><blockquote>These changes will make any healer unbeatable 1 on 1, while druids will become god mode on all tiers.</blockquote>Well, how many healers really go out soloing?  It's not like they can actually kill in a decent rate of time (furies excluded from that), and it's not like they don't have to invite at least a scout for track.  Healers for the most part are not a solo class, and these changes really do seem to be geared towards grouping more. </blockquote>Quite a fwe druids are seen out in norrath soloing.

Groma
06-14-2007, 02:53 PM
Funny, heals are being toned down with this update, it just hasnt hit the patch notes yet.

Sanchez469
06-14-2007, 03:08 PM
<p>If they tone down my heal amounts ( i hope wards aren't included in that rofl), I think they should either give me faster casting times for them or give us defilers more dps-- if not dps then change our bloody CAs from poison/disease resists damage to something that is resisted less.  When I fight I can't even keep track of how many times my spells gets resisted its f--ing ridiculous.  Oh I use my debuffs all the time and they get resisted a sh--tload as well.  And yes my subjugation or whatever it is that makes my spells gets resisted less is pretty much topped off.  I don't usually post in these forums and whine but by god to tone down a defilers heal amounts jeez mine as well go solo naked with no weapons and take it up the rear.  Just my 2 cents</p>

Norrsken
06-14-2007, 03:24 PM
<cite>Sanchez469 wrote:</cite><blockquote><p>If they tone down my heal amounts ( i hope wards aren't included in that rofl), I think they should either give me faster casting times for them or give us defilers more dps-- if not dps then change our bloody CAs from poison/disease resists damage to something that is resisted less.  When I fight I can't even keep track of how many times my spells gets resisted its f--ing ridiculous.  Oh I use my debuffs all the time and they get resisted a sh--tload as well.  And yes my subjugation or whatever it is that makes my spells gets resisted less is pretty much topped off.  I don't usually post in these forums and whine but by god to tone down a defilers heal amounts jeez mine as well go solo naked with no weapons and take it up the rear.  Just my 2 cents</p></blockquote>they are also gonna tweak resists.

tiredang
06-14-2007, 03:30 PM
<cite>Gromann wrote:</cite><blockquote>Funny, heals are being toned down with this update, it just hasnt hit the patch notes yet. </blockquote>Heh, pheer my defiler dps . . .

Gagla
06-14-2007, 04:42 PM
Fear me...

Norrsken
06-14-2007, 04:47 PM
[email protected] wrote: <blockquote>Fear me...</blockquote>[email protected] wrote: <blockquote><cite>Gromann wrote:</cite><blockquote>Funny, heals are being toned down with this update, it just hasnt hit the patch notes yet. </blockquote>Heh, pheer my defiler dps . . . </blockquote> Two golden posts. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Defiler and templar.

CresentBlade
06-14-2007, 04:58 PM
<p>Cant mess with Heals, its how do other classes say it...class defining ability. I can see scouts are now attacking you healers, if they mess with heal then they need to shorten the range of track and give a stealth a longer recast timer.</p><p>Dont worry if scouts are looking for a fight I will tank for you and pull the aggro<img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /></p><p>Dont mess with the class that keeps my class alive, the game needs healers alot more then it needs scouts.</p>

Uilamin
06-14-2007, 05:02 PM
IMO either specialty heals or direct heals should be toned down, but not both.

silentpsycho
06-14-2007, 06:06 PM
<cite>Uilamin wrote:</cite><blockquote>IMO either specialty heals or direct heals should be toned down, but not both.</blockquote><p> Please be leaving my wards and heals alone.  Right now, a green scout (8-10 levels below me mind you) tears through my ward, if it happens to all ready be up, in < 2 seconds, and unless both emergency wards are up (every 10 min, with 10 aa's) I'm dead before I can get another one off.   If anything, cast times on wards should be toned down, as should the interruptability (even with maxed focus, casts are always interrupted).  Even if with the damage nerf it takes the scout 2x as long to eat through the ward, I'm still dead long before a second one can be put up.  Every pvp victory I have solo is because my long recast emergency abilities are all up at the same time, or I saw the battle coming a mile off (thank goodness for monks, bless they heart).</p><p>By the way, if you have some spare time, sit and watch two healers square off.  Over the course of a typical 10 minute fight where victory comes down to who can out last the other, you might see what SOE has in mind for the rest of you as far as pvp goes.  It ain't pretty, but at least it's fair - right up until the other person's reinforcements show up and squish you.</p>

EQ2Playa432
06-14-2007, 06:14 PM
<cite>Gromann wrote:</cite><blockquote>Funny, heals are being toned down with this update, it just hasnt hit the patch notes yet. </blockquote>Are you just saying this because so many people want it to happen or trying to be funny? I've been on test and I can assure you that heals have not been toned down at all.

CresentBlade
06-14-2007, 07:59 PM
[email protected] wrote: <blockquote><cite>Gromann wrote:</cite><blockquote>Funny, heals are being toned down with this update, it just hasnt hit the patch notes yet. </blockquote>Are you just saying this because so many people want it to happen or trying to be funny? I've been on test and I can assure you that heals have not been toned down at all. </blockquote><p> Because so many? [Removed for Content] just a couple of you scouts crying and whining. You all talked so much trash to so many other players/posters about learning to play and such, now it is your turn and you cant handle it.</p><p>Healers dont do alot of damage, ya they are hard to kill its what they are good at staying alive.</p><p>Please keep up the good job Sony this should of been done a while ago.</p>

Radigazt
06-15-2007, 12:03 AM
<p>I play a Fury and I can assure you that the nerfs hit me pretty hard as well.  I'm built around in-combat runspeed ... and in one fell swoop all those AA's go to waste.  Those Furies in T7 with PvP gear lost a considerable advantage from the in-combat runspeed nerf.  But, I'm in favor of all of these changes ... it's hard to take at first, but we'll adapt.  In the end, it's going to make PvP better, more strategic, and hopefully less class-based.  </p><p>As for nerfing direct heals, heals over time, wards and reactives (I'm going to collectively call those "heals&quot<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />, I do think this will need to be done at some point.  I'm not sure how it's going to work when you're engaged with a mob and a scout attacks you ... because nerfing heals in that situation could result in the mob killing you with the scout putting in only a timely hit to tone-down your heals.  So that's definitely going to be problematic.  But, healers have always been great 1v1'ers ... only the lack of Tracking prevents them from being good soloers.  </p><p>As for healing being a Priests class-defining-ability ... it is, and that's a good point.  Honestly, Fighters' taunts aren't all that powerful of a class-defining ability in PvP when you match it up against Tracking and Healing.  I'm not really even sure whether Mages have a class defining ability ... Scouts can do as much or more damage in most instances, so it's certainly not damage despite their long casts and frail cloth armor.  I wouldn't mind somehow toning down both healing and tracking.  And honestly, I think Mages need some kind of class defining ability as well ... and if they have one please tell me what it is, because I just can't recall one at the moment, lol.  </p><p>I'm a bit bummed about the nerfing of in-combat runspeed ... I would rather have it so that all runspeed buffs were the same, and entering combat did NOT slow you down.  But, if that's not the case, then I guess I'll just have to respec into the build everyone else playing a Fury has .... Energy Vortex .... cookie cutter here I come.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Rabbitoh
06-15-2007, 03:19 AM
<p>G'day all,</p><p>I have a lvl 70 ranger on Naggy and a 61, working hard to 70, warden on Vennie. I rolled my warden, to learn how to kill them on my ranger ( i am now a warden killer on my ranger, but i can't kill furies atm).</p><p>The problem i see hear is furies will now be fresh meat for rangers, due to their smaller damage spell range. No in-combat run speed will mean a 10m difference between a rangers bow attack (normally 35m) and a furies attack spells 25m (correct if i am wrong). You'll have no possible way of closing the gap and will just have to take it. </p><p>I can assure you most rangers will respec their aa's to get extension increasing their range more.</p><p>If you think healers are going to be pvp gods, think again. Sure the fights will last longer, but they will be more frustrating, just sitting there healing isn't much fun either.</p><p>The wizzies/warlock classes, due to mana shield increases: Ratio of 2:1 increases will be the big winners (tell me who can churn out 30k pure dps  to kill the wizzie/warlock and survive against a wizzie/warlock nuking. </p><p>I didn't see to many healers complaining about scout classes and i felt the balance was pretty good.</p><p>A good healer will kill nearly all players 1v1, except maybe a mystic ( i always feel sorry for them).</p><p>Remember to take power potions out in the wild and use totems to see invis/stealth, which ever you need.</p><p>Good luck to all with the new changes that may be coming in with gu 36.</p><p>Molok lvl 70 ranger of the guild Vigilante. Naggy.</p><p>Resolute lvl 61 warden of the guild Legends of Rock. Venekor.</p>

Badaxe Ba
06-15-2007, 04:17 AM
<p>I  fought a 70 mystic on test.  First battle he won, and pretty rapidly at that.  I changed my tactics some, and also remembered to apply my poisons (forgot they cancel on respec, I had switched from str/agi to agi/int) and after a <u><b>very long</b></u> fight, I had approximately 5% health, but I wasn't able to win IMO until he had totally ran out of power.  If he had a power regen pot, he probably would have beaten me.  Overall, according to my parse, I had done 83k of damage by the time the fight ended.  The mystic had done 17k, which I was only able to overcome thru the use of two regen potions, and vitality breach poison, and used about 6 noxious cures during the fight.  While a mystic excels at wards as obvious from the amount of damage he absorbed, I would actually retreat as far as possible to let my health regen as much as it would, since staying close meant more disease and poison dots.  After the fight, the mystic told me his last cast was a dot instead of a ward, and this might have swung the fight the other way, <b><u>but the problem with this, is on test, for the most part, people stand back and let you fight without inteference.</u></b></p>

Legiax
06-15-2007, 07:45 AM
<p>A mages defining ability is damage, and we got nerfed.</p><p>In light of that, so will heals. </p><p>End of debate.</p>

tiredang
06-15-2007, 09:18 AM
[email protected] wrote: <blockquote><p>I  fought a 70 mystic on test.  First battle he won, and pretty rapidly at that.  I changed my tactics some, and also remembered to apply my poisons (forgot they cancel on respec, I had switched from str/agi to agi/int) and after a <u><b>very long</b></u> fight, I had approximately 5% health, but I wasn't able to win IMO until he had totally ran out of power.  If he had a power regen pot, he probably would have beaten me.  Overall, according to my parse, I had done 83k of damage by the time the fight ended.  The mystic had done 17k, which I was only able to overcome thru the use of two regen potions, and vitality breach poison, and used about 6 noxious cures during the fight.  While a mystic excels at wards as obvious from the amount of damage he absorbed, I would actually retreat as far as possible to let my health regen as much as it would, since staying close meant more disease and poison dots.  After the fight, the mystic told me his last cast was a dot instead of a ward, and this might have swung the fight the other way, <b><u>but the problem with this, is on test, for the most part, people stand back and let you fight without inteference.</u></b></p></blockquote>Actually, this sounds like a very even fight.  Healer v healer is insanely long, and now healer v scout is also very long, and the fact that his heals (wards) could counteract your damage means that you were both equally powered.  AND you won still once you remembered poisons.  Is it too bad that you no longer can burn through a non-dps healer like you used to be able to?  Gah, I'm trying to figure out the complaint here.

rvbarton
06-15-2007, 09:34 AM
[email protected] wrote: <blockquote>A mages defining ability is damage, and we got nerfed. <p>In light of that, so will heals. </p><p>End of debate.</p></blockquote>so profound, yet so idiotic at the same time.

Legiax
06-15-2007, 09:42 AM
<p>Profound yes... idiotic no.... factual yes.</p><p> <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

rvbarton
06-15-2007, 09:55 AM
[email protected] wrote: <blockquote><p>Profound yes... idiotic no.... factual yes.</p><p> <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p></blockquote> please share your source if this "factual" information.  otherwise, return empty handed, and I shall taunt you a second time....<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

Arcalus
06-15-2007, 10:46 AM
Are the pvp changes on test yet?  Thought they were going in next week.

CresentBlade
06-15-2007, 02:11 PM
[email protected] wrote: <blockquote><p>A mages defining ability is damage, and we got nerfed.</p><p>In light of that, so will heals. </p><p>End of debate.</p></blockquote>You must not really play a caster. If you did play a caster you would know for a fact that caster defining ability is resist<img src="/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" />.

tass
06-15-2007, 02:35 PM
ya theyre already up and running. They even have the beta buffers to buff ur chars to 70 give u all fabled and master 1 spells and exile you to attack everyone.  Also I was there in test the other day, and after beating the hell out of this run by killer I stood to watch some of the fights. From what I saw pet classes are screwed when it comes to taking a seconds worth of dmg, didnt see any wizzies to see how they fought BUT what I did see was this warden kick [Removed for Content] lol. He went up against class after class. The pally was more of a this way and that fight and had the pally had another maybe 4 or 5k mana he could of help out in heals against the warden. Scouts died. I didn't see em die to anything unless maybe 1 of those run by killers went at em once I left to watch other peeps.  Oh ya and rangers are so freaking screwed lol.

skeeterskeets
06-15-2007, 03:10 PM
[email protected] wrote: <blockquote><p>I play a Fury and I can assure you that the nerfs hit me pretty hard as well.  I'm built around in-combat runspeed ... and in one fell swoop all those AA's go to waste.  Those Furies in T7 with PvP gear lost a considerable advantage from the in-combat runspeed nerf.  But, I'm in favor of all of these changes ... it's hard to take at first, but we'll adapt.  In the end, it's going to make PvP better, more strategic, and hopefully less class-based.  </p><p>I'm a bit bummed about the nerfing of in-combat runspeed ... I would rather have it so that all runspeed buffs were the same, and entering combat did NOT slow you down.  But, if that's not the case, then I guess I'll just have to respec into the build everyone else playing a Fury has .... Energy Vortex .... cookie cutter here I come.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p></blockquote>So pact of cheetah still works the same or was that nerfed? And the t7 pvp gear still gives incombat runspeed of 5% and not 15% correct? I read that they were getting rid of incombat runspeed for pvp except bards selos, but they also wrote that the pvp gear was being toned down to 5%. So which one is it?

Soulhunt
06-16-2007, 05:19 PM
<p>im not here to talk about nerfs and etc. but someone said maybe healers should get a parry belt....well i doubt soe will give everyone that belt. </p><p>i did on the other hand look up something that healers get from pvp merchant....Braclet of Impetuous Motion.</p><p>the bracelet is similar to the  scouts pvp belt but more geared towards priests... proc [activatable] lasts for 15 sec. makes caster immune to root, stifle, stun ,fear ,daze and also prevents caster from changing targets [i.e. deaggros from scouts wont work and taunts wont work]</p><p>seems this is better then 10 sec parry.....seeing as how with new changes u should be able to heal through most scouts dps if your not suprised attacked.</p><p>SOULHUNTER</p>

Pvpmedics
06-16-2007, 10:17 PM
<p>Well i dont see why scouts are complaining, as mystics/defilers are totaly broken right now on test server. Our wards dont even work, not sure how many of you have noticed but next time you log in, cast your single target ward and engage somone then watch your ward damage, it will never decrease as the ward isnt absorbing anything. You will have the same about of ward on you from the tiem you casted it to the 30 seconds later when it expires then heals you for the ward amount. So we are either totally broken or getting ninja nurfed on wards. Hope somthing gets changes soon as I would love to accually get to test my main charactor on test server before the changes go live. All I can do now is cast my Learned Healing and Rejuvenating Rite just to stay alive and hope that my damage adornments kill somone. If you get one test server and see me online shoot me a tell and we can test some stuff out.</p><p>Thanx</p><p>Dreadnaught Perigrine</p><p>Nagafen</p>

Badaxe Ba
06-17-2007, 03:37 AM
[email protected] wrote: <blockquote>[email protected] wrote: <blockquote><p>I  fought a 70 mystic on test.  First battle he won, and pretty rapidly at that.  I changed my tactics some, and also remembered to apply my poisons (forgot they cancel on respec, I had switched from str/agi to agi/int) and after a <u><b>very long</b></u> fight, I had approximately 5% health, but I wasn't able to win IMO until he had totally ran out of power.  If he had a power regen pot, he probably would have beaten me.  Overall, according to my parse, I had done 83k of damage by the time the fight ended.  The mystic had done 17k, which I was only able to overcome thru the use of two regen potions, and vitality breach poison, and used about 6 noxious cures during the fight.  While a mystic excels at wards as obvious from the amount of damage he absorbed, I would actually retreat as far as possible to let my health regen as much as it would, since staying close meant more disease and poison dots.  After the fight, the mystic told me his last cast was a dot instead of a ward, and this might have swung the fight the other way, <b><u>but the problem with this, is on test, for the most part, people stand back and let you fight without inteference.</u></b></p></blockquote>Actually, this sounds like a very even fight.  Healer v healer is insanely long, and now healer v scout is also very long, and the fact that his heals (wards) could counteract your damage means that you were both equally powered.  AND you won still once you remembered poisons.  Is it too bad that you no longer can burn through a non-dps healer like you used to be able to?  Gah, I'm trying to figure out the complaint here. </blockquote>I actually wasn't complaining at all, I was reporting the results of a one vs one duel between a ranger and a mystic.  Two things I was bringing attention to, is the immense amount of damage this particular class of healers was able to withstand, and also that there was no outside inteference, which is not exactly (underexxagerating) how it is when you are playing on  live.  How many mystics go out solo?  how many fights on live start with a /bow and then begin?  It <u>was</u> an even fight, and it was basically a duel.

silentpsycho
06-17-2007, 04:05 AM
<cite>Skaf wrote:</cite><blockquote><p>Well i dont see why scouts are complaining, as mystics/defilers are totaly broken right now on test server. Our wards dont even work, not sure how many of you have noticed but next time you log in, cast your single target ward and engage somone then watch your ward damage, it will never decrease as the ward isnt absorbing anything. You will have the same about of ward on you from the tiem you casted it to the 30 seconds later when it expires then heals you for the ward amount. So we are either totally broken or getting ninja nurfed on wards. Hope somthing gets changes soon as I would love to accually get to test my main charactor on test server before the changes go live. All I can do now is cast my Learned Healing and Rejuvenating Rite just to stay alive and hope that my damage adornments kill somone. If you get one test server and see me online shoot me a tell and we can test some stuff out.</p><p>Thanx</p><p>Dreadnaught Perigrine</p><p>Nagafen</p></blockquote>I noticed this too, so... is the guy claiming to be a ranger who fought a mystic completely full of it, or are only defiler wards broken?

Tatate
06-17-2007, 04:24 AM
<cite>CresentBlade wrote:</cite><blockquote>[email protected] wrote: <blockquote><p>A mages defining ability is damage, and we got nerfed.</p><p>In light of that, so will heals. </p><p>End of debate.</p></blockquote>You must not really play a caster. If you did play a caster you would know for a fact that caster defining ability is resist<img src="/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" />. </blockquote>You mean being resisted right?

Sanchez469
06-17-2007, 05:34 AM
Ya I went on the test server today and yep wards are broken..

Badaxe Ba
06-17-2007, 11:48 AM
<cite>silentpsycho wrote:</cite><blockquote><cite>Skaf wrote:</cite><blockquote><p>Well i dont see why scouts are complaining, as mystics/defilers are totaly broken right now on test server. Our wards dont even work, not sure how many of you have noticed but next time you log in, cast your single target ward and engage somone then watch your ward damage, it will never decrease as the ward isnt absorbing anything. You will have the same about of ward on you from the tiem you casted it to the 30 seconds later when it expires then heals you for the ward amount. So we are either totally broken or getting ninja nurfed on wards. Hope somthing gets changes soon as I would love to accually get to test my main charactor on test server before the changes go live. All I can do now is cast my Learned Healing and Rejuvenating Rite just to stay alive and hope that my damage adornments kill somone. If you get one test server and see me online shoot me a tell and we can test some stuff out.</p><p>Thanx</p><p>Dreadnaught Perigrine</p><p>Nagafen</p></blockquote>I noticed this too, so... is the guy claiming to be a ranger who fought a mystic completely full of it, or are only defiler wards broken? </blockquote>Don't know about the broken ward thing, as my fight occurred on 6/15/07, and the mystic (not defiler) I fought had no problems.  Maybe something changed by the next day.  I hope you /bugged it.  AS for the part about claiming to be a ranger?  I don't suppose you looked at my sig?  It says ranger.  Its an SOE sig. 

Cyst
06-17-2007, 03:06 PM
I would be all for healers getting that parry belt so long as the rest of us can get that healer PvP item that makes you immune to taunt. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

silentpsycho
06-17-2007, 10:38 PM
[email protected] wrote: <blockquote><cite>silentpsycho wrote:</cite><blockquote><cite>Skaf wrote:</cite><blockquote><p>Well i dont see why scouts are complaining, as mystics/defilers are totaly broken right now on test server. Our wards dont even work, not sure how many of you have noticed but next time you log in, cast your single target ward and engage somone then watch your ward damage, it will never decrease as the ward isnt absorbing anything. You will have the same about of ward on you from the tiem you casted it to the 30 seconds later when it expires then heals you for the ward amount. So we are either totally broken or getting ninja nurfed on wards. Hope somthing gets changes soon as I would love to accually get to test my main charactor on test server before the changes go live. All I can do now is cast my Learned Healing and Rejuvenating Rite just to stay alive and hope that my damage adornments kill somone. If you get one test server and see me online shoot me a tell and we can test some stuff out.</p><p>Thanx</p><p>Dreadnaught Perigrine</p><p>Nagafen</p></blockquote>I noticed this too, so... is the guy claiming to be a ranger who fought a mystic completely full of it, or are only defiler wards broken? </blockquote>Don't know about the broken ward thing, as my fight occurred on 6/15/07, and the mystic (not defiler) I fought had no problems.  Maybe something changed by the next day.  I hope you /bugged it.  AS for the part about claiming to be a ranger?  I don't suppose you looked at my sig?  It says ranger.  Its an SOE sig.  </blockquote>I wasn't so much as saying that you might not be a ranger, just that the whole encounter sounds dubious.  No way a mystic without wards, came anywhere close to beating a ranger (unless you were afk).

Badaxe Ba
06-18-2007, 12:38 PM
<cite>silentpsycho wrote:</cite><blockquote>[email protected] wrote: <blockquote><cite>silentpsycho wrote:</cite><blockquote><cite>Skaf wrote:</cite><blockquote><p>Well i dont see why scouts are complaining, as mystics/defilers are totaly broken right now on test server. Our wards dont even work, not sure how many of you have noticed but next time you log in, cast your single target ward and engage somone then watch your ward damage, it will never decrease as the ward isnt absorbing anything. You will have the same about of ward on you from the tiem you casted it to the 30 seconds later when it expires then heals you for the ward amount. So we are either totally broken or getting ninja nurfed on wards. Hope somthing gets changes soon as I would love to accually get to test my main charactor on test server before the changes go live. All I can do now is cast my Learned Healing and Rejuvenating Rite just to stay alive and hope that my damage adornments kill somone. If you get one test server and see me online shoot me a tell and we can test some stuff out.</p><p>Thanx</p><p>Dreadnaught Perigrine</p><p>Nagafen</p></blockquote>I noticed this too, so... is the guy claiming to be a ranger who fought a mystic completely full of it, or are only defiler wards broken? </blockquote>Don't know about the broken ward thing, as my fight occurred on 6/15/07, and the mystic (not defiler) I fought had no problems.  Maybe something changed by the next day.  I hope you /bugged it.  AS for the part about claiming to be a ranger?  I don't suppose you looked at my sig?  It says ranger.  Its an SOE sig.  </blockquote>I wasn't so much as saying that you might not be a ranger, just that the whole encounter sounds dubious.  No way a mystic without wards, came anywhere close to beating a ranger (unless you were afk). </blockquote>Where did you see me write that he was without wards?  L2R.  We were on test.  Dueling on SS beach.  This was a well geared exiled mystic. I even know about mystics, having played one to level 61, pre-pvp.  Jeesh!  I admit that this was the first time I had ever fought a mystic outside of group pvp!  In group pvp, tactics are different! 

Greeen-_-Ranger
06-18-2007, 12:47 PM
[email protected] wrote: <blockquote><cite>silentpsycho wrote:</cite><blockquote>[email protected] wrote: <blockquote><cite>silentpsycho wrote:</cite><blockquote><cite>Skaf wrote:</cite><blockquote><p>Well i dont see why scouts are complaining, as mystics/defilers are totaly broken right now on test server. Our wards dont even work, not sure how many of you have noticed but next time you log in, cast your single target ward and engage somone then watch your ward damage, it will never decrease as the ward isnt absorbing anything. You will have the same about of ward on you from the tiem you casted it to the 30 seconds later when it expires then heals you for the ward amount. So we are either totally broken or getting ninja nurfed on wards. Hope somthing gets changes soon as I would love to accually get to test my main charactor on test server before the changes go live. All I can do now is cast my Learned Healing and Rejuvenating Rite just to stay alive and hope that my damage adornments kill somone. If you get one test server and see me online shoot me a tell and we can test some stuff out.</p><p>Thanx</p><p>Dreadnaught Perigrine</p><p>Nagafen</p></blockquote>I noticed this too, so... is the guy claiming to be a ranger who fought a mystic completely full of it, or are only defiler wards broken? </blockquote>Don't know about the broken ward thing, as my fight occurred on 6/15/07, and the mystic (not defiler) I fought had no problems.  Maybe something changed by the next day.  I hope you /bugged it.  AS for the part about claiming to be a ranger?  I don't suppose you looked at my sig?  It says ranger.  Its an SOE sig.  </blockquote>I wasn't so much as saying that you might not be a ranger, just that the whole encounter sounds dubious.  No way a mystic without wards, came anywhere close to beating a ranger (unless you were afk). </blockquote>Where did you see me write that he was without wards?  L2R.  We were on test.  Dueling on SS beach.  This was a well geared exiled mystic. I even know about mystics, having played one to level 61, pre-pvp.  Jeesh!  I admit that this was the first time I had ever fought a mystic outside of group pvp!  In group pvp, tactics are different!  </blockquote> I'm rolling a toon named Sally so we can meet, I like friends /hug

silentpsycho
06-18-2007, 08:27 PM
[email protected] wrote: <blockquote><cite>silentpsycho wrote:</cite><blockquote>[email protected] wrote: <blockquote><cite>silentpsycho wrote:</cite><blockquote><cite>Skaf wrote:</cite><blockquote><p>Well i dont see why scouts are complaining, as mystics/defilers are totaly broken right now on test server. Our wards dont even work, not sure how many of you have noticed but next time you log in, cast your single target ward and engage somone then watch your ward damage, it will never decrease as the ward isnt absorbing anything. You will have the same about of ward on you from the tiem you casted it to the 30 seconds later when it expires then heals you for the ward amount. So we are either totally broken or getting ninja nurfed on wards. Hope somthing gets changes soon as I would love to accually get to test my main charactor on test server before the changes go live. All I can do now is cast my Learned Healing and Rejuvenating Rite just to stay alive and hope that my damage adornments kill somone. If you get one test server and see me online shoot me a tell and we can test some stuff out.</p><p>Thanx</p><p>Dreadnaught Perigrine</p><p>Nagafen</p></blockquote>I noticed this too, so... is the guy claiming to be a ranger who fought a mystic completely full of it, or are only defiler wards broken? </blockquote>Don't know about the broken ward thing, as my fight occurred on 6/15/07, and the mystic (not defiler) I fought had no problems.  Maybe something changed by the next day.  I hope you /bugged it.  AS for the part about claiming to be a ranger?  I don't suppose you looked at my sig?  It says ranger.  Its an SOE sig.  </blockquote>I wasn't so much as saying that you might not be a ranger, just that the whole encounter sounds dubious.  No way a mystic without wards, came anywhere close to beating a ranger (unless you were afk). </blockquote>Where did you see me write that he was without wards?  L2R.  We were on test.  Dueling on SS beach.  This was a well geared exiled mystic. I even know about mystics, having played one to level 61, pre-pvp.  Jeesh!  I admit that this was the first time I had ever fought a mystic outside of group pvp!  In group pvp, tactics are different!  </blockquote><p>Sorry, sometimes I forget that I might have to slow things down for the "special" kids.  I never wrote that you said the mystic was without wards.  I'm pointing out that the mystic, if on test, most likely was without wards ...because... Wards have been broken on test since the pvp changes went "live" (as far as I can tell, I copied over my defiler ~6 hours after the pvp changes were loaded on to test).  You claimed to have had some interesting encounters with a Mystic and didn't mention his wards were not working. This prompted me to ask if only defiler wards were broken or if this fight actually happend.  Apologies, in advance, to those who's reading comprehension negates the need for this explanation. </p>

Radigazt
06-19-2007, 12:46 AM
<cite>skeeterskeets wrote:</cite><blockquote>[email protected] wrote: <blockquote><p>I play a Fury and I can assure you that the nerfs hit me pretty hard as well.  I'm built around in-combat runspeed ... and in one fell swoop all those AA's go to waste.  Those Furies in T7 with PvP gear lost a considerable advantage from the in-combat runspeed nerf.  But, I'm in favor of all of these changes ... it's hard to take at first, but we'll adapt.  In the end, it's going to make PvP better, more strategic, and hopefully less class-based.  </p><p>I'm a bit bummed about the nerfing of in-combat runspeed ... I would rather have it so that all runspeed buffs were the same, and entering combat did NOT slow you down.  But, if that's not the case, then I guess I'll just have to respec into the build everyone else playing a Fury has .... Energy Vortex .... cookie cutter here I come.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p></blockquote>So pact of cheetah still works the same or was that nerfed? And the t7 pvp gear still gives incombat runspeed of 5% and not 15% correct? I read that they were getting rid of incombat runspeed for pvp except bards selos, but they also wrote that the pvp gear was being toned down to 5%. So which one is it? </blockquote><p> I forgot to test Pact of the Cheetah in PvP yet, not sure about that one.  My understanding is that the PvP gear gives 5% in-combat runspeed and the racials from the Fae/Arsai/Kerra also still give 5% runspeed (terrible decision if it goes live this way because it really cookie-cutters PvP healers into 3 races), but I haven't had a chance to test those yet either.  </p><p>IMHO, when you build a Class around runspeed--be it a Dirge, Troub, Warden, Fury, Mystic, etc.--then when you remove that element you shouldn't back-door racial traits that force race/class combos ... and you should re-visit those spells/AA's that were designed around that ability.  </p><p>As I mentioned before, I would rather the solution be that all runspeed (including mounts and other out-of-combat buffs) continue while in combat.  Giving the advantage to the person running away only promotes running ... and I'd rather promote PvP'ing.  My role of the guy who catches the runner has removed from the game with the rule change ... so I'll go Energy Vortex like the other 99% of PvP Furies.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />  </p>

Ikuri
06-19-2007, 12:53 AM
[email protected] wrote: <blockquote><cite>skeeterskeets wrote:</cite><blockquote>[email protected] wrote: <blockquote><p>I play a Fury and I can assure you that the nerfs hit me pretty hard as well.  I'm built around in-combat runspeed ... and in one fell swoop all those AA's go to waste.  Those Furies in T7 with PvP gear lost a considerable advantage from the in-combat runspeed nerf.  But, I'm in favor of all of these changes ... it's hard to take at first, but we'll adapt.  In the end, it's going to make PvP better, more strategic, and hopefully less class-based.  </p><p>I'm a bit bummed about the nerfing of in-combat runspeed ... I would rather have it so that all runspeed buffs were the same, and entering combat did NOT slow you down.  But, if that's not the case, then I guess I'll just have to respec into the build everyone else playing a Fury has .... Energy Vortex .... cookie cutter here I come.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p></blockquote>So pact of cheetah still works the same or was that nerfed? And the t7 pvp gear still gives incombat runspeed of 5% and not 15% correct? I read that they were getting rid of incombat runspeed for pvp except bards selos, but they also wrote that the pvp gear was being toned down to 5%. So which one is it? </blockquote><p> I forgot to test Pact of the Cheetah in PvP yet, not sure about that one.  My understanding is that the PvP gear gives 5% in-combat runspeed and the racials from the Fae/Arsai/Kerra also still give 5% runspeed (terrible decision if it goes live this way because it really cookie-cutters PvP healers into 3 races), but I haven't had a chance to test those yet either.  </p><p>IMHO, when you build a Class around runspeed--be it a Dirge, Troub, Warden, Fury, Mystic, etc.--then when you remove that element you shouldn't back-door racial traits that force race/class combos ... and you should re-visit those spells/AA's that were designed around that ability.  </p><p>As I mentioned before, I would rather the solution be that all runspeed (including mounts and other out-of-combat buffs) continue while in combat.  Giving the advantage to the person running away only promotes running ... and I'd rather promote PvP'ing.  My role of the guy who catches the runner has removed from the game with the rule change ... so I'll go Energy Vortex like the other 99% of PvP Furies.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />  </p></blockquote><p>I agree with you. </p><p>I mean the DEVs are too extreme. They either go all the way and give sme stupid over-powered ability to a class, then they come around and just take it completely out.  Ranger 90% sprint ....why would they even allow that ? and if you decide to nerf it ...why it take out COMPLETELY ? why not just put a cap on  their in combat runspeed. it really makes no sense to me. They need to stop being so extreme with all the changes. </p>

Kaspar
06-19-2007, 02:57 AM
CresentBlade wrote: <blockquote>You must not really play a caster. If you did play a caster you would know for a fact that caster defining ability is resist<img src="/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" />. </blockquote> Oh snap. QFE.

Legiax
06-19-2007, 03:42 AM
<p>meh, I play a 55 wizzy atm, nearly 56, fully mastered, got all my spells master 1 up until 58 (inc surging tempest wewt), and I dont get resisted that much.</p><p>We have a uber quick casting DoT to debuff, which if you put some points into from the cold line normally lines. Just mezz the scout when timers are up until they go away, then stun / root / nuke tbh... i'm taking down 70's at 55 with it, so =p</p><p>The only beef I have is with Bruisers, srew close mind tbh.</p>

Orthureon
06-19-2007, 04:47 AM
<p>The update for heals is excessive I will agree, I beta buffed an Inquis a few days ago before this addition, I could hold my own against most DPS classes and the fights would last a while and it was about 50/50 on win vs loss. I can say Druids did need the nerf, it is not so bad for them, since they have quick heals. However the Clerics or Shamans get a big smack in the face. takes forever to cast and uses lots of power (Inquis mostly not sure on the others power vs heal ratio) but the Inquis is very low imo. The DPS on the inquis is nothing impressive (well beta buff gear doesn't give crap for STR so lol). The clerics stuff is far to easy to resist aswell. Anyways rant off, I hope they un-nerf some things. </p><p>OFF TOPIC:</p><p>I beta buffed an Assassin, their damage is so badly nerfed for PVP it is a shame. Decap PVE hits for 7-11 k PVP 1.7-3 k (around there) and then you figure in mit to lower it even more that is prob the biggest nerf I have seen to a skill especially a 15 minute reuse. I can understand cutting the damage in half but good lord, anyways off topic *off*</p>