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Guild Wars-May 2009 PvE and PvP Skill Balances
Guild Wars-May 2009 PvE and PvP Skill Balances
 The major goals for this update are to address the power of certain spike builds, make pressure builds a more viable option, adjust some skills to encourage tactical use, and provide some buffs to underused skills.
 In GvG, we have continued to see extremely versatile spike builds dominating; they are able to split, be defensive, and output high damage spikes while still having many of the tools needed to counter other build types. They could do it all, and do it all a bit too well. We've targeted certain key skills to tone down these builds' ability to do high damage spikes and shut down other build types. We've also reduced the effectiveness of party healing as well as hex and condition removal to slightly encourage pressure builds in the format. Guild Wars.As always, we seek to reward tactical use of skills, and some skills have been adjusted to help encourage this about Guild wars Gold.
 Fast Cast Mesmer/Elementalists have been used to devastating effect in PvP on numerous occasions throughout the history of Guild Wars competitive play. By coupling the Mesmer primary, Fast Casting, with the Elementalist's high-damage spells, players are able to work around the typically high cast times used to counterbalance the high damage of Elementalist spells. Layer on top of that the utility that Elementalists and Mesmers bring as milliners, and you have a character that is both deadly and difficult to counter. This character plays a key role in the versatile GvG builds we are trying to address with this update. Players can speak to NPC without any Guild Wars Gold.
 Mirror of Ice was used to further boost the damage of water spikes, which were already made more powerful by using Fast Casting to throw out multiple spike skills in quick succession.  Guild Wars.We've tied the duration of Mirror of Ice to Energy Storage, the Elementalist primary, so Mesmers won't be able to maintain it to create fast spikes at a moment's notice.
 Steam was too good at being both a defensive skill with its Blind and a spike skill with strong damage, so we removed its conditional bonus damage to make it less valuable for spike builds.

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