New event = New character lul :)) . Power level to 240 = Saalus = Blessed shards = 200kx2 = 400k ez … until IMC make another event/change to lower blessed shards prices lul.
What you call synergy, I call exploit. The tooltip clearly states that stop is supposed to prevent the targets from taking damage. =P
But that’s what turned Pyro viable in pvp, since all its skills are stationary,having something to hold targets up to maximize pyromancy output was ideal. Stop is a level 1 debuff and easily countered.
For now, I’ll wait for more info or even videos regarding this :o
Real men went Pyro C3 Sorc C3
…okay?
Relying on tooltips now? I hope Nuaele card gets fixed soon 
Does Fireball hit floating targets? I know I have seen some pyro/linker/kino3’s out there in pvp.
It does, fireball is not considered a tile spell…why the question?
Fireball always hit fly target if I remind correctly.
I ask since that would continue to have pyro viable in pvp, to go kino3 instead.
I don’t understand why are you against a lv1 debuff spell and suggesting me to play with a lv10, more broken version of the prior.
I am not against it…just offering suggestions since stop was not working as intended.
Alright, I prejudiced you.
But what I mean is that Raise is a stronger version of Stop and almost all spells work on it, regardless the target is flying or not.
I guess I’ll just max slow instead 
[quote]Chronomancer:
- Stop: Fixed issues where it was possible to attack ‘Stopped’ targets with persistant AOE skills.[/quote]
F*ck… great class synergies get thrown away by this… byebye, PyroChrono/ChronoWL.
At least they should’ve made this pvp-only… removing this combo in pve is stupid.
Never trust skill descriptions. Carve Owls description for example says “protects you from enemies in front of you”, when it does no such thing. It neither does something in front of you (aka your character) nor does it provide any protection. Instead it deals damage in front of the statue itself.
Honestly, getting hit by stop in pvp is still a really bad thing since I am out of the fight for an eternity.
Sure you arent murdering me while im stopped, but you can focus fire on other people as well…nothing wrong with being dependent on other classes to hold people in place.
I think what they meant by that is that the statue is another target that takes hits…which it does. If the attacker’s aoe attack ratio isn’t high, you can stand behind it and not get hit.
Honestly, getting hit by stop in pvp is still a really bad thing since I am out of the fight for an eternity.
But that’s an issue related to the debuff duration, not to the synergy the skills have.
But now you are interpreting and not taking it literally like you did with Stops skill description.
Just like that i can interpret Stops description as “targets don’t recieve damage from direct attacks”, which would mean indirect damage, aka ground spells and dots, should still inflict damage, like they do now pre-nerf.
You can’t say one skill description should be interpreted and say the other one should be taken literally.
Would it be possible to reduce the rank of stop in your build, set up your combo while they are stopped, and then link/knot right as stop ends for the damage payout?
A bit of a stretch I know…
This new merkabah makes the PvP build
Cleric2 diev3 Oracle/miko Kabba Inquis a lot stronger.
Another useful skill for their strong skills.
That’d be a waste. Setting up flame ground, Fire pillar and pillar of agony takes time and while setting this combo up and waiting for Stop to run out, even if you time it perfectly, most skills would already have wasted 2~3 seconds of their duration.
This would only ‘work’ if I had Linker in my build. I’m a Pyro3Chrono3Enchanter
Whether something is taken literally or not, it still needs to be interpreted…
oh ok, made an assumption that you had linker. My B.

