View Full Version : Huge Balance Update to Guild Wars
agentgray
09-29-2005, 06:22 PM
The Guild Wars update page (http://www.guildwars.com/news/gameupdates.html) lists some major balance changes. It appears that some classes are stronger while some have become weaker in reagards to skills. Check the link for all the class changes. It looks as if some quests have been changed as well. Here are some of major balance changes:
Capped attack speed adjustments at 133% of normal attack speed, down from 150% previously.
Changed Enchantments so that if you cast an Enchantment with an upkeep cost and you already have -10 Energy regeneration, you will now lose the last maintained Enchantment you cast.
The game did need some balance changes, but nerfing the ranger and slowing it down?!
Talanvor
09-29-2005, 08:25 PM
Ah dammit. Well, Lightning Reflexes charges faster now at least.
Crabby
09-29-2005, 08:47 PM
Eh, kinda reminds me of alpha. The ranger has always been an odd clas when it comes to balance in GW.
KarmaGhost
09-29-2005, 09:57 PM
I'll have to be a little more sober to really feel the effects of this update, but nerfing the Ranger? If any class needs nerfing, it's definately not the ranger. Some of the other changes are well-welcome, however.
Bought the game yesturday, only had time to try it out quickly but it looks like it can be tons of fun. Playing a Monk btw, anyone got any recomendations on what 2nd class to pick when i leveled up some?
Rirath
09-30-2005, 03:08 AM
Only thing I hate about online games is that you've no choice in such matters. It's not like I can choose not to update.
Oh well, seem like good changes overall. Great skill monitor and display improvements.
bapenguin
09-30-2005, 04:18 AM
I don't know man, even though they slowed down how fast you can attack with some skills, they did increase the damage/duration and decreased energy cost on some skills.
I'm happy with the changes to warrior. Now maybe we can actually TANK. Just started a necro too and I like the looks of some of the changes.
Just saw this too:Healer henchmen now prioritize healing party allies whose death would result in mission failure.
That's huge....especially on missions like Thunderhead Keep.
koorb
09-30-2005, 05:03 AM
I wouldn't call this a "Huge Balance Update" it is simply tweaking for the world championship which is the real story you should be talking about.
drakkarim
09-30-2005, 07:00 AM
probably wrong place to ask this, but can anyone tell me what a good build is for someone who only cares about the 'story' portion of the game and being 'self sufficient' (with the help of hirelings and/or occasional real players)?
i.e. i don't care about what the best builds for PvP are.
TIA
bapenguin
09-30-2005, 02:01 PM
probably wrong place to ask this, but can anyone tell me what a good build is for someone who only cares about the 'story' portion of the game and being 'self sufficient' (with the help of hirelings and/or occasional real players)?
i.e. i don't care about what the best builds for PvP are.
TIA
Wo/Mo for sure. Possibly E/Mo.
Mason
09-30-2005, 07:06 PM
probably wrong place to ask this, but can anyone tell me what a good build is for someone who only cares about the 'story' portion of the game and being 'self sufficient' (with the help of hirelings and/or occasional real players)?
i.e. i don't care about what the best builds for PvP are.
TIA
Monk, honestly. The extra healing makes henchie groups a lot more durable (although healing NPCs is boring as hell), and you'll tend to get in groups easier than, say, necro, ranger, or mesmer.
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