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Buy GW Gold: State of the Game - Play Balance Testing

This newest game analysis looks at the recent balance changes and the week of play testing that followed in order to evaluate the immediate consequences of those changes-particularly in regards to Paragons, Defensive Anthem, and Mesmer interrupts. The article also speculates about further developments in the metagame as a result of the updates.

Paragons and Mesmers

If a single skill balance affected the metagame more than any other, it would be Defensive Anthem. A staple component of many GvG builds, it effectively countered the mass of Warriors, Rangers, and Paragons rampaging through the backline. It worked so well that many teams brought multiple copies so they could chain it back to back and squeeze out the maximum potential. With its one-second activation time, it was harder to interrupt than Aegis. And, unlike Aegis, it couldn't be removed once active. This made a team protected by Defensive Anthem incredibly hard to kill. It also slowed down the rate of Ranger disruption, blocking key interrupts from Distracting Shot and Savage Shot. When Rangers pressure the midline less, the team tends to survive longer because its defensive measures and shut-down skills don't get interrupted.

This last week, Defensive Anthem's cast time was increased to two-seconds. Although this skill was still useful, it became much easier to interrupt or divert, making it much harder to keep active on a reliable basis. If this balance tweak sticks around, teams will likely revisit Aegis chains (perhaps combined with one Defensive Anthem) and find other ways to mitigate enemy damage.

 
 
           
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