Talk:Game updates/Archive19

current H/H AI
Still has problems. It was too aggressive when they would run off to attack unprovoked. But sometimes I think it is not aggressive enough now. I will for example be attacking a foe with a Flatbow, even without a height advantage. Unless the foe comes within earshot/spellcasting range of the H/H, they will not move or attack back. It's especially a problem if they are actually taking damage from this foe, and won't move out to attack them. Even if I call the target, nothing happens... :\

I really liked the AI where if you called a target, the Warriors and other frontliners would then advance to the target, but no one else. And they would also not rush out until you called or such. It made a number of difficult encounters much easier for me, by drawing aggro and diverting opening spells.

On the other hand, Argo still likes to advance to melee range for Bed of Coals, and (sometimes) Monk H/H to touch range for Healing Touch. So maybe all is not lost. (T/C) 12:56, 14 September 2008 (UTC)
 * I have noticed this too. My normal PvE position is an Imbagon or some ranger, both of which I don't like being targeted. It's a lot harder to send the H/H in now.
 * On an unrelated note, do you know what would be great? Pre-protting algorithms. Drag nmn   talk cont  15:06, 14 September 2008 (UTC)


 * What, you mean having Spirit Bond and Protective Spirit cast on the first person to take ANY damage isn't pre-protting? :p [[Image:Entropy Sig.jpg]] (T/C) 15:14, 14 September 2008 (UTC)


 * My normal PvE position is monk, so I've been noticing this A LOT (not coincidentally, I've started running SoD in PvE again so when everything goes for me I don't die). When you call a target, the heroes and henchman should not need to wait for you to aggro it first before attacking. The point is that the human player is not always something that should even be attacking, much less drawing aggro >.> Anet ftl  &not; Wizårdbõÿ777  ( talk ) 16:48, 14 September 2008 (UTC)


 * What happened to flagging? Anyways, my gretaest woe is still the castcancelling. When my Tahlkora is behind a bit (edge of aggro bubble) and I ask her to cast Sig of Devotion for once, she continually cancelcasts it until I cancel the order, and then finishes casting... >.>" --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  17:42, 14 September 2008 (UTC)


 * When you flag them, all of them (not just the warriors) run up, and they all have to reach the flag before they start doing anything else. As opposed to going a little bit out of aggro range, pinging a target, and having all the heroes/henchies take appropriate action (e.g. - sousuke/zhed run into casting range and start casting savannah heat while devona and M.O.X charge in)  &not; Wizårdbõÿ777  ( talk ) 18:09, 14 September 2008 (UTC)


 * Don't flag em in the middle of a mob, but on the edge of the aggro bubble. It helps :) --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  19:49, 14 September 2008 (UTC)


 * Heroes set to aggressive react to called foes up to a half an aggro circle from their range (rangers with long bows react from the farthest range, melees react from the shortest. It's only really useful for frontliners though, because if all the party attacks at once, the AI is going to pick the weakest armored/lowest health anyways. Mentioned it here as well, but no one pays attention to me. /emo. &mdash; Powersurge360  23:20, 14 September 2008 (UTC)


 * But I can't change how the henchmen react. Most times I have 2 Monk hero and someone else. It is bad idea to send in caster by themselves, if I am taking one...Vekk to frontlines nothx. :L [[Image:Entropy Sig.jpg]] (T/C) 23:25, 14 September 2008 (UTC)


 * Yeah, seems to me like the simplest fix would be to implement Aggressive hero behavior into Henchmen frontliners. And it's funny you should say that, because I was using Vekk to tank hydras in HM Crystal Desert not too long ago because I couldn't manage the henchmen AI to tank the damn things. Protective spirit is amazing, especially when you bind it to a key, lol. &mdash; Powersurge360  23:28, 14 September 2008 (UTC)

while on the subject of Henchmen
I really wish they would fix the bug where male Warriors make male Assassin sounds, and most female casters make the female Assassin sound. It's been there for a looooong time now. (T/C) 05:46, 15 September 2008 (UTC)
 * Lol, I never noticed that one, but that may have something to do with me changing my volume settings after playing with Talon for a while - holy cow he's more annoying than the blue jays outside my mom's window early in the morning! (Edit:I don't live with my mom, I've just visited her early before... ^_^; - felt a need to clarify that one...) RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 17:11, 15 September 2008 (UTC)
 * ...yeah, your mom's room can get quite loud...you raise a good point... :P (GW-Kiron 19:23, 15 September 2008 (UTC))
 * oho slapdown --BeeD 10:11, 16 September 2008 (UTC)
 * Beed, I think Kiron just meant that he has heard these birds in the morning before... (After looking at his userpage, anyways.) That was uncalled for. RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 17:01, 16 September 2008 (UTC)
 * Ha ha, Yeah, we christians are not allowed 'your mom' jokes, i forgot :P (131.95.165.201 22:34, 16 September 2008 (UTC))GW-Kiron 22:35, 16 September 2008 (UTC)
 * Untrue, I use them dozens of times a day. [[Image:Felix_Omni_Signature.png]] 22:36, 16 September 2008 (UTC)
 * Ok, then, how mature... RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 02:32, 17 September 2008 (UTC)
 * That's what she said [[Image:Entropy Sig.jpg]] (T/C) 02:33, 17 September 2008 (UTC)
 * Who? What? O_o RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 02:40, 17 September 2008 (UTC)
 * That was my first "your mum" joke in over a year. gimme a break D: At my age, a little immaturity is a good thing, keeps my perspective... wherever it's pointed --BeeD 10:48, 17 September 2008 (UTC)
 * *resisting....resisting....forget it* Your mother's perspective is pointed. (GW-Kiron 19:42, 18 September 2008 (UTC))

Heroes failing to cast spells
On the 22nd of August an update was made to force heroes to stop casting if they are out of range (or something like that). I never had a problem with it before, now after the update, the monk heroes will run out as if trying to heal or rez. and then stop casting (which burns up the energy of the spell) and then run back to me or the flag, then repeat. and sometimes they'll just stand there and try to cast, fail, try again, fail again, repeat.. I have seen a hero burn through ALL of their energy before giving up. and many times it is done so fast that i don't even realize what is happening until it is to late. A hero monk with no energy is a bit of a problem. Is anyone else having this problem? Varuuth 13:31, 17 September 2008 (UTC)


 * Yes. It's annoying.. Esp. when I want them to cast something like Meteor.. Bye bye, Energy. Hello exhaustion :( I also noted it above, with a different example. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  13:37, 17 September 2008 (UTC)


 * I've only seen this happen once or twice. What I get more annoyed about it that Tahlkora will keep moving to stop casting Signet of Devotion, but Zho has no problem lagging waaay behind the party trying to keep Read the Wind up 100%. X( [[Image:Entropy Sig.jpg]] (T/C) 19:28, 17 September 2008 (UTC)
 * Happens all the time to me, ever since that awful AI update. --Macros 19:49, 17 September 2008 (UTC)

Lionguards are Corsairs
when was it documented that Lionguards became Corsairs ?? Big Bow 22:34, 18 September 2008 (UTC)


 * It's just part of the talk like a pirate day --Gimmethegepgun 22:40, 18 September 2008 (UTC)

Bottle of Grog etc.
So what's the matter that this undocumented pirate-day update is not in the news on the mainpage nor anything mentioned here in the update news? But something as unimportant as some hero skill trainer (wtf) needs a note? --Birchwooda Treehug 11:25, 20 September 2008 (UTC)
 * The wiki was very quiet yesterday (everybody drunk on grog?), so why don't you add it? I haven't had time to play GW myself. --◄mendel► 13:11, 20 September 2008 (UTC)
 * I can add stuff pretty well in broken English here (guess I'll try) ;D But how to add it in the News on the mainpage? Ok, seeing the code in the editing page, I can't add new updates. Thought I could directly type the text there. As information at least: The undocumented pirate event started on Thursday 21st 9pm CET (8pm GMT). WoW is "celebrating" it too, but there the characters got transformed in pirate themed figures... must be pretty ugly tho, because my WoW friend wouldn't show me a screenshot of this char :S --Birchwooda Treehug 13:41, 20 September 2008 (UTC)

grammar error?
..."Rescued Kamadan's kidnapped Hero Skill Trainer, Pikin, from his corsair captives." ??? how do you rescue someone from their captives?! shouldn't it be captors? sorry if that was lame/unecessary Omnipresentgnome 03:20, 22 September 2008 (UTC)
 * Nice catch :P I totally missed that xD  &not; Wizårdbõÿ777  ( talk ) 04:31, 22 September 2008 (UTC)
 * Yeah, nice catch :), btw, archive soon anyone? Shogankiller 12:07, 24 September 2008 (UTC)

zzz.. fix the fucking SV thing, zzz. 217.120.229.159 08:05, 4 October 2008 (UTC)
 * What's wrong with Spoil Victor/Sympathetic Visage (dunno which you mean)? [[Image:Entropy Sig.jpg]] (T/C) 00:18, 5 October 2008 (UTC)
 * There's an exploit of sorts that people use in GvG with Spoil Victor. All 8 players have a pet and stand next to the enemy guild lord. They hex the lord with sv who then uses cyclone axe and asplodes. Silver Sunlight [[Image:SSunlight.jpg|19px]] 00:25, 5 October 2008 (UTC)
 * That's a bug with the Guild Lord, not so much with SV itself. But yeah, this goes to show again that I don't know anything of PvP. :( [[Image:Entropy Sig.jpg]] (T/C) 00:36, 5 October 2008 (UTC)
 * There are some rather good videos of the exploit in action on youTube, if you care to look. [[Image:Felix_Omni_Signature.png]] 01:02, 5 October 2008 (UTC)
 * Yes Entropy, every one is scared of them nerfing SV. They should just fix the amulet of protection so that it includes life loss. Or remove cyclone axe from the lord's skill bar. SV in itself is not overpowered. Silver Sunlight [[Image:SSunlight.jpg|19px]] 12:00, 5 October 2008 (UTC)
 * The problem isn't that it doesn't include life loss (I believe it does). The problem is that, since all of the damage packets are simultaneous, the amulet of protection checks to see if every single damage packet is allowed before the guild lord actually takes them - meaning every one is permitted, because when it checks, the guild lord still hasn't taken any damage.  &not; Wizårdbõÿ777  ( talk ) 18:10, 5 October 2008 (UTC)
 * Have a link to one of those video's? I couldn't find any searching on Youtube GW-Viruzzz 18:35, 5 October 2008 (UTC)
 * http://www.youtube.com/watch?v=MCahF84nXnI Just found it there :P looks sweet :D  }{ Ipo™ }{  18:39, 5 October 2008 (UTC)


 * The other way around, Wiz; First the Lord takes all the damage (1800? ) and then the amu checks if he has taken >25 DPS. But, the Amu is disabled because the lord is already dead by then. The Amu should check the amount of damage before the end-hp is calculated. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  18:56, 5 October 2008 (UTC)
 * Prove to me that SV is a problem outside of GvG. (You can't use it to kill Cyndr etc. anymore.) [[Image:Entropy Sig.jpg]] (T/C) 19:08, 5 October 2008 (UTC)
 * Aha... sorry for that mistake :P SV is fine every where else. It's a strong skill, but it's not overpowered. Silver Sunlight [[Image:SSunlight.jpg|19px]] 19:16, 5 October 2008 (UTC)


 * It's great fun on Sins in RA when you lack a Monk <3 Usually they die along with their target. Or the target lives on, which isn't too uncommon. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  19:49, 5 October 2008 (UTC)

9 October
Burning Arrow is realy annoying now ^^ Alleycat! 22:43, 9 October 2008 (UTC)


 * Argh! wtf! i see roland cyneri goin around on talk pages talkin abt updates and u abt burning arrow but i dont see any update!-Rabus 22:49, 9 October 2008 (UTC)


 * There are more sources on the internet =) Alleycat! 23:33, 9 October 2008 (UTC)
 * Well, this is just WONDERFUL. The always ridiculous and overused BA got an unwarranted buff, while Incendiary got nerfed into uselessness again --Gimmethegepgun 13:07, 10 October 2008 (UTC)
 * I honestly wonder how some of these bugs come up... Luxon Spear occasionally dupes itself? What tha hell?  They randomly add moronic script commands to things?  Or are they taffing with their script implementations?  Some of the crap I see on these updates makes me question the mental wellbeing of the Guild Wars staff.  [[Image:RHSig.jpg]] talk 22:03, 10 October 2008 (UTC)
 * It happened in the Sunjiang District mission, where instead of getting an Urn of Saint Viktor, you would instead receive a second Spear of Archemorus. Oh, and have you ever even tried to write a game of this magnitude, there are always bound to be mixups in commands, so lay off the GW staff. King Neoterikos 22:17, 10 October 2008 (UTC)
 * I know, but some of these mixups just seem so easily avoided. Also, introducing bugs into an area of the game that had nothing to do with the update; it just strikes me as odd.  I realize there can be mixups, I'm a programmer myself, and I know firsthand the truth of the old adage "shit happens."  [[Image:RHSig.jpg]] talk 19:46, 23 October 2008 (UTC)

New Flare Spam
gg 208.44.247.101 22:50, 9 October 2008 (UTC)


 * dude.. it aint flare spam without flare... P.S. I see the update now-Rabus 22:57, 9 October 2008 (UTC)
 * Don't forget to add Arcane Mimicry and an ally with Master of Magic.[[Image:Entrea Sumatae.png|Entrea Sumatae]] Entrea   [Talk]  23:04, 9 October 2008 (UTC)
 * That way you can cancel it with Lyssas like a tru pro (68.63.217.123 20:26, 10 October 2008 (UTC))
 * If you cast Lyssa's first it wouldn't. [[Image:Entropy Sig.jpg]] (T/C) 20:27, 10 October 2008 (UTC)
 * You need energy storage to run MoM. Why spec E/Me into energy storage and Insp w/ Lyssa's to mimic MoM off someone else? --Shadowcrest 21:34, 10 October 2008 (UTC)
 * bcuz it wud be epic. 10 enrgy regen makes things gud.[[Image:Entrea Sumatae.png|Entrea Sumatae]] Entrea   [Talk]  21:40, 10 October 2008 (UTC)
 * Yes, I'm sure you'd never have a problem with that. (68.63.217.123 21:08, 11 October 2008 (UTC))

That was a long time coming
"Streamlined Leah Stone's path and increased her speed for the bonus in Abaddon's Mouth." While I have no intention to go redo that now at least it'll help next time :). Ezekiel  [Talk]  23:25, 9 October 2008 (UTC)
 * If you do the bonus properly then you'd never have this problem. -_- [[Image:Entropy Sig.jpg]] (T/C) 01:22, 10 October 2008 (UTC)
 * You have to admit her speed inside the fortress is horribly slow though. I never saw a problem with the path afterwards though. Overlord Stan 01:55, 10 October 2008 (UTC)
 * Well, it used to be that if you're doing this with henchies, you'd clear the path all the way, then go get Leah, and then go have lunch... Come back, and bonus is done, then you can do the mission... Gotta admit, it took them a while to fix that. I'm not sure I know what the "proper" way was to do this before to avoid the speed/path problem, according to Entropy. O_o RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 04:47, 10 October 2008 (UTC)
 * That is what you did if you had H/H. If you play it safe with players (or ofc have good Heroes), you can sometimes release her and then run ahead to clear the path, thus taking advantage of her slow speed. The bug where she stays inside the fortress and dies only happens when you don't kill the certain Ether Seal, which doesn't take much time, and you have to do that for normal mission anyway. [[Image:Entropy Sig.jpg]] (T/C) 05:27, 10 October 2008 (UTC)
 * I bet she won't get stuck on the chest anymore. [[Image:Felix_Omni_Signature.png]] 05:35, 10 October 2008 (UTC)

Gadd is not a pain anymore
"Removed Iron Mist from Gadd." Woot! It was a pain, especially with Assassin's Promise! 90.29.66.71 10:26, 10 October 2008 (UTC)
 * Lol. I used to take and air spiker hero when doing the GOLEM quest just for that damned reason. Took me a while to figure out why some of the monsters in the Bloodstone Caves randomly became invulnerable sometimes, thank god Insidious still worked.  I so wished the game would let me kill that old rat myself... >_< RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 23:09, 10 October 2008 (UTC)
 * Praise the gods!!! to bad it came AFTER i did finding the bloodstone in HM lol Shogankiller 00:35, 11 October 2008 (UTC)
 * off topic... but i swore i saw "Gadd is not a palin anymore" when i was scrolling down.--[[Image:Mr Squints.jpg]](Page/Talk) 06:30, 19 October 2008 (UTC)
 * That is also true. [[Image:Felix_Omni_Signature.png]] 06:36, 19 October 2008 (UTC)

Update - Friday, October 24, 2008
If only it was true...
 * The assassin class has undergone a class revamp, because we felt that the dagger system has become quite weak and unflexible over the course of time.
 * Off-hand and Dual attacks can now be executed without meeting a prerequisite, however a penality is incurred:
 * An offhand attack that is used without a lead attack will deal 33% less damage, have its recharge increased by 5 seconds and durations of conditions inflected by this type of attack will last 15% shorter.
 * A dual attack that is used without an off-hand attack will deal 66% less damage (twice), have its recharge increased by 10 seconds and durations of conditions inflected by this type of attack will last 30% shorter.
 * As a result of this, many dagger skills have had their cooldowns reworked.
 * We hope to have made the assassin class more flexible and we will continue to monitor the class over the course of the coming weeks.
 * What's the point of being able to use them with penalties? So you can skip lead, penalize off-hand, and get full use of a dual using only 2 skill slots instead of 3?  Or spam Repeating Strike?  :P  That defeats the purpose of assassin skill chaining, I think.  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 18:56, 23 October 2008 (UTC)
 * That's some stiff damage penalty. Blades of Steel (strongest dual attack for pure damage) is 120 bonus damage, and only having it deal 40 is rather pathetic.
 * On the other hand, if you're running a KD lock build, then this would be a major buff. Also, a few skills would probably become OP, such as Exhausting Assault and Vampiric Assault, where condition/damage is irrelevant. [[Image:Entropy Sig.jpg]] (T/C) 18:57, 23 October 2008 (UTC)
 * Oh, well, they can always nerf the hell out of those to compensate. Also, the reworking cooldowns part would just overpower any valid chain.  I don't see how this accomplishes the "flexibility" goal there...  Good job thinking through that suggestion.  ;)  Got another?  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 19:06, 23 October 2008 (UTC)
 * You must've misunderstood the cooldowns part, with the reworked cooldowns a cooldown for Twisted Fangs would for example be 10 seconds, so you can run up and use it to spike a target thats being attacked by someone else, as a penality it will take 20 seconds to recharge
 * I think you didn't get it. Reducing the recharge to 10 seconds is making the skill more powerful when you use it properly, without a penalty.  If you do that to every skill, then guess what, using them PROPERLY will make them more powerful.  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 18:07, 25 October 2008 (UTC)
 * Talk:Assassin [[Image:Entropy Sig.jpg]] (T/C) 19:10, 23 October 2008 (UTC)
 * The skill chaining requirement is what makes blocking and antiblocking more useful (and also blind and unblind). Maybe to make it easier for people with lag, what they should do is make it an out of sequence attack not consume energy (in addition to not working as per normal).
 * If they did this, they could also unnerf Sand Shards! Sand Shards was nerfed during the Nightfall PvP weekend because of people using it, Way of the Empty Palm, and Exhausting Assault. --Macros 12:49, 24 October 2008 (UTC)
 * Sand Shards is 1 skill, Assassin is 1 class.


 * The alternative: Make blocked skills not trigger the cooldown of the skill, because that fucks up assassins and makes them way too weak with all the ridiculous blocking going on, having to wait 15 seconds to use the attack again is ridiculous.
 * That would make then too powerful. [[Image:Entropy Sig.jpg]] (T/C) 20:26, 24 October 2008 (UTC)
 * "having to wait 15 seconds to use the attack again is ridiculous"? A hammer warrior takes a full 17.5 seconds to recharge backbreaker if he misses - and that's assuming all subsequent attacks connect. If blocking is that much of a problem for you, then either bring unblockable attacks (Golden Fox Strike, Wild Strike, etc) or bring an anti-block skill (Rigor Mortis)  &not; Wizårdbõÿ777  ( talk ) 21:07, 24 October 2008 (UTC)
 * Uh, lol, Rigor Mortis on a sin :p Try Expose Defenses or Unseen Fury instead. Also, BB Warrior should have Mokele Smash, Enraging Charge, FGJ, Flail, etc etc. so I think 17.5 seconds is a bad estimate. [[Image:Entropy Sig.jpg]] (T/C) 21:20, 24 October 2008 (UTC)
 * First that what Entropy said, warriors have adrenalin builders, and second: warriors have lots of other useful attacks which they can use at ANY TIME, your an assassin and your lead attack gets blocked? OH TOO BAD, autoattacking for you. And if it was by shield bash you might aswell type /dance and go to the toilet.

Don't trigger cooldown for assas if your skill is blocked is fine, it still takes up the energy.
 * Entropy, you might want to actually look at Rigor Mortis. Same cost, same cast, lower recharge. Longer duration at 0 Curses than Expose Defenses has at 11. It's a MUCH better skill. Oh, and Rigor Mortis prevents all blocking, not just on the user's attacks. [[Image:Felix_Omni_Signature.png]] 22:41, 24 October 2008 (UTC)
 * Being a huge assassin fan, I'll say that a drastic change would be best. It would involve removing leads, offhands, and duals, at least as they exist now, and replacing them with chains that become more powerful depending on how many attacks actually hit.  Perhaps little slashes would appear on your target's health monitor.  These slashes would eventually amount to a damage multiplier or something when you land a finishing move.  This solution has its flaws though, and not only because of all the work required to implement it.  Big Prots would completely wreck the advantage of a potent finishing spike. Lazuli  13:07, 25 October 2008 (UTC)
 * From my 2 weeks before I got bored of wow, i think i remember that's how it works there. And tbh I like this system better then what WoW had GW-Viruzzz 13:12, 25 October 2008 (UTC)
 * Never played WoW, but that actually sounds like the system used in Diablo. --Macros 14:22, 25 October 2008 (UTC)
 * Little closer to WoW's style, but both are similar. With most D2 sin chains, each charge had a different effect(ie, you can build up 1-3 charges, if you release after 1 charge you do an ice attack, a fire attack at 2 charges, or a lightning one at 3 charges), whereas with WoW the effects stack. For example, when you attack you build up "combo points", then when you use a finishing move, it adds say, 10 damage for 1 point, 12 for 2, 14 for 3, 16 for 4, and 20 for 5(which is the max you can build up). DKS01 14:29, 25 October 2008 (UTC)
 * That was only one of the attacks in Diablo, the tiger one added raw damage, and a few others only did a single element (the triple-element one was a level 30 skill, iirc.) --Macros 14:37, 25 October 2008 (UTC)
 * The others worked similarly though. Tiger Strike was the only one that added raw damage, even the single element ones had different effects based on number of charges. Claws of Thunder for example adds lightning damage on charge one, generates a nova on charge 2, and releases charged bolts on charge three. The other elemental ones work the same way. Yes, I still play D2 regularly(~26 fully geared active characters atm), and I'm pretty knowledgeable about different builds and skills, heh. DKS01 20:46, 25 October 2008 (UTC)
 * Or you charge all of them at once, and make one creature explode in a million tiny bits. Say, charge on some Dark Ones, and unleash every charge upon Andariel; you might be able to 1-hit her on a normal level :P --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  20:11, 25 October 2008 (UTC)
 * Because a drastic change simply isn't realistic at this point in GW's life, I guess simply buffing a number of Assassin skills would work. I'm of the belief that Assassins should be able to deal more damage than they do, especially because their chains are very easily countered.  Adding damage back to the Ox skills would help, but those already see enough use.  Buff Repeating Strike, Nine Tail Strike, Fox Fangs, and other attacks that rarely get used.  Give Assassins some skill bar compression like you gave  Rangers. Lazuli  17:21, 25 October 2008 (UTC)
 * Or buff some of their common hexes/enchantments to give their attacks a chance to ignore a blocking attempt: The target has 25%...75% chance to fail when attempting to block your next 3...5 attacks, or something along those lines.  So, if they had, say, a 75% chance to block it, well, at the top of the failure range, it turns into a 75%*(100-75)%=19% chance to block instead.  A useful improvement, I think.  Especially against Distortion, since the 100% block is now reduced to 25%, and they still lose energy every time they fail to block.  Or, like was mentioned before, use Rigor Mortis or unblockable attacks, they were created for a reason, and are quite underrated.  An unblockable Assassin is usually a death sentence to most targets.  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 18:22, 25 October 2008 (UTC)
 * Rigor Mortis got buffed and Expose Defenses got nerfed while I wasn't looking. >.> Distortion isn't a 100% block either?
 * On an unrelated note, new elite skill that make you cause KD when you critical would be fun. [[Image:Entropy Sig.jpg]] (T/C) 19:27, 25 October 2008 (UTC)


 * Lolimba Elite then. Way of the Master, Critical Eye, KD-on-crit ,and whip out a Spear. Take Earthbind to counter that pesky Ward of Stability everyone would take with them. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  20:11, 25 October 2008 (UTC)

Spirit Status Monitor
I just noticed that Recuperation now has a working status monitor. Was this fix just slipped in, or has it been there awhile and I overlooked it? Shadowlance 21:27, 24 October 2008 (UTC)