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Conditions and general balance problems.

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JETWING.2759

if they do that, conditions have to scale with all those other damage multipliers as well, to be fair.

And 50%?

It’s like glancing to raw damage

About multipliers…
- Precision also affect DoT conditions.
- DoT conditions do critical at the moment of application, when this occurs all ticks deals 50% more damage, like raw damage.
- Critical DoT conditions could have their damage bonuses affected by upcoming status Ferocity with same power that affects raw critical damage.
- The actual application, stack amount and duration of all classes could need be balanced to do not become more powerful that are now.

Obs: An other option are critical conditions affects the duration of conditions, and the status condition duration act as bonus to critical conditions.
The problem are that in this way all conditions will be affected by precision

I don’t like the status condition duration. I think that could be replaced for another status that increase movement and actions (includes attack) speed, and increase condition duration. In this case, not percentage amount (as actual condition duration), but point amount that increase percentage amount (as precision)

This is the great problem with actual trait system, the classes traits still locked at some status, isn’t possible increase a new effect to some status without benefits more one class that other.

Warrior true weakness

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Well how about you have to…i don’t know, bring abilities which cleanse conditions like say…everyone else!

Prove it by yourself. Make warrior, don’t take HS and CI, go to tPvP and show us vids.

Warrior without CI is warrior dead.
This class become completely dependent of this trait to stand alive.
Anet need review this and several other things.
Actually most warriors are using hambow to be able fight AI and Stealth spam. Days ago a engineer sneered me because i can’t did anything with a certain sword/horn + bow build. they just spam all that AI, grenades, explosives and AoE conditions while just ignore my conditions and raw damage.

Now i run hambow, there are no way to stand in this meta with another thing.
The game is becoming a mess!

Conditions and general balance problems.

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I already told that weakness could decrease condition damage in 50%.

Are Warriors Op?

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Warrior aren’t OP…

- Thief are OP!
- Necro are OP!
- Engineer are OP!
- Mesmer are OP!

[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

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Disable could remove stealth (all them).

[WvW] Thief BS High Armor Squishy Targets

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There are some problem with armor and damage reduction.

[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

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yet no need to be in stealth when the enemies are dead, so please

This!

(edited by JETWING.2759)

Should Foefire be removed?

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That map (Foefire) is awesome!
One of best PvP map.

Against necros ?

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Those minions don’t dye, and if dye inflicts condition and damage.
MM Necro is OP, you need wait Anet fix that class

Necro can easily bunk a point and win all 1 v 1 fights with MM or Cond builds…

[Warrior] Healing Signet Active Ideas

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  • Anet don’t want that active as one more heal skill.
  • Anet don’t want increase the sustain by buff active.
  • Anet don’t want warrior with easy access to protection.
  • Anet want decrease the access to vigor and poison stacking.

I think the best way to turn active attractive is turning an offensive tool.
Suggestions:

1 – Add a lightning field effect for x seconds (may be according adrenaline level), and decrease the cast time from 1,25s to 0,25s.

2 – This skill cold also recharge burst skill and weapon swap CD. The active CD could be decreased to 15 seconds, and the cast time could be decreased to 0,25 or 0,5 seconds.

3 – Heal yourself (or do not heal) and Mark 1 foe (or +) for 3, 4 or 5 seconds (may scale with adrenaline level). THE MARK: All health gain is converted in damage.

Constructive thoughts : Lyssa runes nerf.

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Necros and Engineers with all that AoE conditions already strong enough even with Lyssa to provide some counter.

About Thieves, Lyssa become very strong because the profession itself already OP.

(edited by JETWING.2759)

Warrior days are OVER

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Warrior need rework in some skills :/

Warrior true weakness

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Translating open post suggestion:
Hey! Just use conditions and kill warriors!

Ultimate tank in WvW

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Vigorous Shouts still weaker than Inspiring Battle Standard.

  • heal per second
  • amount of allies
  • radius
  • cost (utility slot spent)

I think that Vigorous Shouts need be toned up.

Hambow rotation? Help please! :)

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Berserk Hambow = High dps, high control and low survival.
Soldier Hambow = Mid dps, high control and mid survival.

Why Warriors Need a Nerf

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Rifle is horrible in tPvP.

Warrior days are OVER

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thiefs are easy kills if you dont panic and immobilise them. Mesmers got nerfe. Only problem is healing signet, this thing should only heal on target hit just like signet of malice.

You can’t immobilize a decent thief :/

How to beat PU mesmers as a warrior ?

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Will become more hard after Pindown nerf.

Who is the warrior idol ?

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<————————————————————————————-

Warrior has taken a Step Backwards

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About Warriors i d think:

1 – Adrenaline gain via utility skills need be decreased.
Hambow and Skullcraker is very strong because Adrenaline gain via Berserker Stance and Active Signet of Fury, may be that BS need no longer grant Adrenaline and Active Signet of Fury has other effect. However, Passive Signet of Rage need be toned up, may be that could grant 1 Adrenaline per second instead 1 adrenaline every 3 seconds.
2 – Burst skill need consume Adrenaline even when miss the attack. Also triggers traits.
Is weird some people use your strongest attack at the cost of your adrenaline without spend any adrenaline, and consequently do not trigger relative traits.
Building Momentum is a joke because to allow someone to evade, requires that he go against the foe, lol. Cleansing Ire do not remove conditions if feared, blinded, blocked, evaded, miss, etc…
3 – Cleansing Ire are OP and UP at same time.
OP because allow remove 3 – 6 conditions every 10s (7,75s with more 30 points in discipline tree), and UP because requires successful hit to land (LB is the exception).
May be that Cleansing Ire need be changed to grandmaster tier and Spiked Armor changed to master tier, but the previous suggestion (point 2) need be implemented (actually, an warrior without LB is an warrior eaten alive by conditions).
4 – Adrenal Health need grant heal every second instead every 3 seconds.
Are no way of use Cleansing Ire to remove the rain of conditions and get benefit of Adrenal Health. I think that this trait could grant his heal every second, all active players burn the Adrenaline.
5 – Only 1 stance need be used at once.
Weird some one use 2 or more stance at same time, and the warrior become OP when active 2 or more stance at same time, even with too long CD.
- Balance Stance: Need no longer grant stability and boost move speed. Grants total CC immunity instead (actually isn’t a stance).
- Endure Pain: Needs to last 8 seconds.
- Frenzy: No longer grants quickness. Increase skills, actions, movement speed and received damage in 50% instead (actually isn’t a stance). Needs to last 8 seconds.
6 – Healing skills need be more appealing to face passive healing signet.
Just tone down passive healing signet do not will resolve the problem without crash the class.
- Defiance Stance: Need be instant cast like others stances.
- Healing Surge: Need have the CD decreased to 25s from 30s.
- Mending: Need have the heal toned up.
- Healing Signet (passive): Need be interruptible. The Active skill CD need be decreased to 15s from 20s.
6 – Shouts.
- All them could have 1200 range.
- All them could hit all eligible targets, without limit.
- Vigorous Shout still UP. Actually Inspiring Battle Standard has more radius, heals more, and no have target limit.
7 – Banners.
No comment more
8 – Elite Skills.
- Rampage: Just useless. Could be removed from game.
- Battle Standard: Need revive defeated players due too long CD.
9 – LongBow.
- AA (#1): Very weak. I think this skill could shot a single arrow that pierce targets in line (piercing shot). The cast time and animation could be of the actual PinDown.
- Pind Down (#5): Very weird a arrow aiming the foot pierce and hit 3 or more foes in line I think that this skill could be ground targeting, shooting five arrows at once that immobilizes (3s) and poisons (2 stacks for 12 seconds). The range could be 1000, the radius could be 240, and the projectile speed could be few faster that actual combustive shot and arcing arrow (these 2 skills also could have their projectile speed few faster).
10 – Greatsword.
- Rush (#5): Animation could be like thief evasion or savage leap that follow the foe if he moves. Or this skill could hit all foes in line, bleeding or tormenting (in this case, may become burst skill).
- Arcing Slice (f1): Need be reworked.

(edited by JETWING.2759)

[Warrior] Longbow auto attack speed

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sorry, but no, you are just trying to make warriors more op than it already is. Warriors lb pin down give 6 stacks of bleed and immobolize, use that with aa. If anet buffed aa’s speed it would make it way too powerful, lb has blind, immobolize, high dmg with aa, burning, making it one of the best weapons in the game, so stop complaining.

Whats high damage on AA? At most you crit both for around 700-750.. So you do a 1400-1500 hit.
If both hit and crit, but thats on 1,25-1,30 sec..

So thats a 700 damage every 0,65 sec…
now i would not compare this to a melee weapon where i hit 2k or more every 0,5sec.. But compare this to other ranged AA skills, and you see they can do almost the same damage (from both arrows) in just 0,5 or 0,75sec. Where it is between 1,25-1,30 for longbow warr AA.

This skill does lack damage if you count its casttime with it. Damage is good if its a real 0,75sec.

So no i dont need to stop posting this to share it with Anet, about thief aa on shortbow, there was a topic about that skill also. And i also mentioned this skill in a prev topic.

i will still insist, i will gladly trade warrior bow AA for thief bow AA that does like 300 dmg, doesn’t land on moving target ever and doesn’t give you anything

warriors do NOT have it bad dmg wise, warriors other longbow spells actually do considerable dmg and are really good for conquest as well, warrior longbow is main weapon for them and not a joke movement tool like for thief

warriors are melee class mainly, did you ever ask yourself why are they so tanky? so they can stay in close combat dish out dmg… buffing ranged dmg from warriors is just wrong… you are already too tanky, you are already doing really high dmg with ranged weapon, you want another buff? REALLY?

if anything warriors need considerable nerfs before any buffs atm

I don’t think about you and some ones here, but the main reason because i d like too much of this game is that he is different of others mmorpg. Here no have holy trinity, or range rules, here i can be a mage (elementarist) without be forced to stay ranged all time, or a warrior without be forced to stay close all time.
- This game is different!

In the day that this game become like others i leave

[PvX] Chill vs Initiative

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Anet already knows this.
They just want Thieves immune to this condition.

[Warriors] best landspeed, no balance

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I have a great idea…

Why don t simply reduce the range and double the cooldown on miss?
Can be done with initiative cost also…should cost double and give half back on hit ….

I m sure it would work perfectly leaving untouched the gap closing ability…

That why you guys is talking about is just absurd. You just want that an Warrior, easy target without AI, Stealth, Protection or Teleport, just no have any chance of flee or disengage a fight, when half of professions has access to stealth, 7 them has AI, heal spam, combo spam, ect, etc. etc…

No comments more

[Warriors] best landspeed, no balance

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The distinction has already been made, there’s more than just “best mobility”, there’s also best landspeed. Warriors are the undisputed kings of [strike]GW2[/strike] landspeed. The question needs to be asked, has Landspeed been considered for balance?

This gameplay is outside the pale and warrior exclusive. It needs to be brought back in line with the rest of the game.

Horrible Mesmer in the video

Yeah, the guy has no idea how to chase down a warrior
http://www.youtube.com/watch?v=tffTmVN-zG0

Or Mesmer in general
http://www.youtube.com/watch?v=_8td7XyA1JU

haaaaaaaaaaa…

Did you see that when you use swiftness the thing become easy
The warrior of first video use SL > WA > Rush to maximize mobility, to you to say that all warrior has that mobility, you need assume that all warrior run GS + Sword, what isn’t true

My Mesmer is a shatter, and i gave perma swiftness without focus. About mobility i do not have what QQ

[Warriors] best landspeed, no balance

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The distinction has already been made, there’s more than just “best mobility”, there’s also best landspeed. Warriors are the undisputed kings of [strike]GW2[/strike] landspeed. The question needs to be asked, has Landspeed been considered for balance?

This gameplay is outside the pale and warrior exclusive. It needs to be brought back in line with the rest of the game.

Horrible Mesmer in the video

[PvX] My blasts prioritize my combo fields

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I d think that all fields could be triggered at same time.

but… If not possible…

Self priority sounds better.
Actually i run a blast build with my warrior, is troubling when some one put other field over mine and i get a unexpected effect.

My opinion is:

1 – All fields can be triggered at same time.
if not…
2 – Self priority.

Warrior: Pin down to 3/4.. any compensation?

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Combustive shot get 3 nerfs:
1 – damage per tick
2 – amount of tick (was removed 1 tick)
3 – tick duration (now is easily avoidable, no more land 2 or 3 ticks)
With this nerf in pin down, they could just increase raw damage of combustive shot in 25% to compensate the reduction in the amount of tick.

About Pin Down, Anet could just buff in function and nerf in damage, ex:
- Replace 6 bleed for 2 poison. The duration keep the same.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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One more way of make interruptible, is for example:

Passive:
Heals when enters in combat (according targeted foe proximity).

  • Heal when range is less that 300: 400 health/s.
  • Heal when range is between 300 and 600: 350 health/s.
  • Heal when range is over than 600: 300 health/s.
    obs¹: No heal if isn’t targeting a foe (player, npc or structure as door, walls, trebuchet, boxes, etc…)
    obs²: Good scale with heal power.

Active:
Grant quickness for 1, 2 or 3 seconds, according adrenaline level.
obs¹: Do not heal.
obs²: Instant cast.

What new stat combination would you like?

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I don’t know

But i d think that with exception of celestial, all others combos should have only 3 stat, ex:
- Power, toughness and vitality
- Condition Dmg, Toughness and Vitality
- Healing Power, Toughness and Vitality.

I d think also that instead predefined stat combo (as already are), all amulets could grant a major stat, and all jewels could grant a minor stat.
Each amulet (major stat) could bear 2 jewels (minor stats), ex:

  • Power Amulet (major) + Precision Jewel (minor) + Toughness Jewel (minor)
  • Precision Amulet (major) + Power Jewel (minor) + Toughness Jewel (minor)
  • Toughness Amulet (major) + Power Jewel (minor) + Precision Jewel (minor)
    Or even
  • Power Amulet (major) + Power Jewel (minor) + Power Jewel (minor)

Pros:
- More build diversity.
- Players don’t have about QQ because all classes can choose the best for themselves and your respective builds.
- Unlock program space allowing spend extra space with another things (instead all actual and incoming combo stats, could have only 10 amulets and 10 jewels each one increasing points in one stat as power, precision, ferocity, cond damage, cond duration, boon duration, heal power, toughness and vitality. Celestials could grant points in all stats as already)

Warrior: Pin down to 3/4.. any compensation?

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Strong skills should be more telegraphed. That’s just how it is.

Skills like backstab?
Lightning Strike?
Power Lock

warriors have enough survuvability to stay alive while executing such attacks
backstab has longer animation than any of warrior attacks due to:
- stealth requirement
- positional requirement
- travel time

let’s assume you are facing d/p thief, to get backstab off he would need to go BP -> HS -> get behind you and use backstab – that is waaaaaaaaayyyyyyyyy more time spent on execution than any of warrior attacks

Backstab can be executed by chain in 1 or 2 sec from 900, 1200 or 1500 range. The chain itself attend all requirements.

Actually (before PinDown nerf), if both players start attack, warrior with pindown and thief with chain, the chain will win. After this ridiculous nerf, this skill will become useless against mid and good players.

(edited by JETWING.2759)

Warrior: Pin down to 3/4.. any compensation?

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Oh those warrior tears are so delicious… mmmmmm

Np, i will swith to Ele, now i can stack 25+ might and perma dodge with D/D

Warrior: Pin down to 3/4.. any compensation?

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Horrible :/
One more wrong and unnecessary LB nerf :/

They may remove the weapon from warrior :/

All classes - remove vigor

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Without vigor?
How can i fight AI spamm?

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Warrior become very strong after buff in Dodged March, Adrenal Health, Cleansing Ire, Healing Signet and Berserk Stance.

- May be that HS need become interruptible, but scale with adrenaline lv and heal power.
- Berserker Stance must break stun and have removed your adrenaline gain.

Thiefs and perma stealthing

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Did you see now why conditions are important?
:)

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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I think that all here already knows that Healing Signet is “few” strong.
As Jon said, we need ideas, ideas, give suggestions about passive and active.

[WvW/STPvP] Downstate..Fix or Remove!

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I do not agree with remove from game or PvP.
I’d like this system.

I play warrior.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Some suggestions to active heal:

1 – Heal yourself and nearby allies.
2 – Heal yourself and evade next 1, 2 or 3 attacks (adrenaline lv).
3 – Heal yourself (or do not heal) and Mark 1 foe (or +) for 3, 4 or 5 seconds (may scale with adrenaline level). THE MARK: All health gain is converted in damage.
4 – Heal yourself (or do not heal) and reflect (or copy) next 1, 2 or 3 attacks (obs: reflect damage and additional effects such conditions, cc, etc… Are like the warrior itself was used the respective skill).
5 – Mark yourself (or/and nearby allies) 3, 4 or 4 seconds according adrenaline level, and heal 10%, 20% or 30% of all hp (all health, including that given by the mark). THE MARK: increase the total health in 10%, 20% or 30% according adrenaline level.

More ideas later

(edited by JETWING.2759)

Designed class weaknesses

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Warrior still weak to conditions, except for some combinations of weapons and traits.
Lissa help a lot, but have long CD.

The class could be useless if all players just put 2 or 3 conditions and and kill. Like Necros and Thieves, the warrior’s weakness must be a specific strategy, and still being.

So warriors weakness is getting ganked by 5 players at the same time? That’s not a weakness at all. Every class is supposed to pretty much instantly die against 3+ players. Only warriors don’t.

“Warriors still weak to conditions”? WHAT? They can remove 3 conditions every 10 seconds no other class has such amazing condition removal. Oh and they also do damage and/or crowd control while removing those conditions.

Cond Necro kill me in less of 10 sec after fill me of conditions.
Not exist cleanser against that :/

Cleansing Ire requires 20 in defense, a dps sacrifice for a situational cleanser that requires successful hit to work (LB is the exception).
And point per point, Mesmer have better cleanser that warrior. They remove 4 conditions (100% chance) every 10 seconds while heal themselves.

(edited by JETWING.2759)

Designed class weaknesses

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Warrior still weak to conditions, except for some combinations of weapons and traits.
Lissa help a lot, but have long CD.

The class could be useless if all players just put 2 or 3 conditions and and kill. Like Necros and Thieves, the warrior’s weakness must be a specific strategy, and still being.

(edited by JETWING.2759)

PvE warrior healway\support build

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You do not need warrior sprint. You already have horn to grant swiftness.
I think the build are good

Be Man! Play warrior!

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i have my ways

Be Man! Play warrior!

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hammer is horrible
I do not use anymore

It can save a downed ally’s life.

It was an old love, I just don’t use it with Cleansing Ire.

May be
I use stomp to save allies

Be Man! Play warrior!

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hammer is horrible
I do not use anymore

Worst enemy for your class in sPvP/tPvP

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Class: Warriors

1 – PU Mesmer (AI + Stealth + Heal and heal and heal)
2 – Engineer (AI + Stealth + heal and heal and heal)
3 – Spirit Ranger (AI + Stealth + heal and heal and heal)

Hammer Warrior Nerf

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I think that hambow build become strong after stack 10+ might.
I think Anet could increase skilled gameplay to warriors and nerf (nerf in damage and buff in functions) replacing blast finisher in earthshaker for lightning field, and increasing blast finisher effect in backbreaker.

Actually, only with this 2 weapons they (warriors) can stack 9 might without utility or elite. They can restart the chain and stack more 9 might, and keeping restarting and restarting.
http://gw2skills.net/editor/?fIAQJASDCA0HAA-TEADRA

I think that just nerf do not fix the problem. Longbow and Hammer are balanced weapon, but the junction of both and other things turn the build very strong without strategy or skill.
I personally have no problem against this build (i eat alive), this are just a suggestion.

How to prove to yourself warriors are not OP

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I already use healing surge and do not use stances…
But…
Without cleanser?
lol
I would be eaten alive by conditions :/

Fair suggestion for Healing Sig nerf

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I was thinking about nerfing the passive regen by a fair amount (down to something like 300/s but granting extra regen per condition applied to you, making the signet stronger vs heavy conditions (which could help warriors getting away from their cleansing ire addiction) and punish the passive play in shorter fights a lot more.
I still would appreciate a buff on the other healing skills aswell though. Just remember how viable warriors were before the changes to cleansing ire, hs, adrenal health etc.

I do not agree.
1 – Warrior already have a cleansing heal (and, in addition have Restorative Strength).
2 – Warrior already have one situational heal (Defiant Stance), do not need one more.
3 – Actually, Mesmer signet heals 980 h/s. Is an absurd make warrior signet weaker than Mesmer signet.

Actually, Healing Surge is more useful that Healing Signet.
Healing Signet are good only for some easily unusable builds.

Tired of the ... slow

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- Centaur runes
+ Traveller runes
= perma 25% without having to pop your heal at inappropriate times

Swiftness may offer more speed but it only works in theory. In practice, its great when running randomly (though you do get tired of it) and fail as soon as you enter combat.

You could go with cheaper Speed runes as well (one of those traveller runes will pay for that), however what they give is really meh aside from the 25%. Traveller runes are pretty much omni runes, any build has decent use of the stats.

Either way they are well worth it and a quality of life improvement beyond anything the Mesmer can get.

Traveler do not exist in sPvP. But ok for WvW.

Tired of the ... slow

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Rune of Centaur + Mantra = Permanent Swiftness.