Dec 13, 2007, 04:07 AM // 04:07
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#1
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Why are attributes forgotten?
Theres some skill attributes that could use some love and they haven't been getting it
from a-net OR players.
Deadly arts
Shadow arts
Water magic
Command
Smiting Prayers.
Spawning
Anyone wonder what happened to these.
I mean ya Water magic still used.....but its one of the most expensive attributes ever.
Lets discuss the forgotten attributes.
Last edited by ensoriki; Dec 13, 2007 at 11:17 PM // 23:17..
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Dec 13, 2007, 04:09 AM // 04:09
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#2
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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Because the skills in those trees suck?
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Dec 13, 2007, 04:14 AM // 04:14
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#4
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Quote:
Originally Posted by Zinger314
Because the skills in those trees suck?
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Yes so why has A-net forgotten them for so long?
Having crappy attributes (except for water >.< its just....not good enough)
Does not make the game better>.>
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Dec 13, 2007, 04:18 AM // 04:18
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#5
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Administrator
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They're not used because they suck or are inefficient. Anet probably has better things to do then buff a whole bunch of skills (there's probably about 1000 now).
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Dec 13, 2007, 04:21 AM // 04:21
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#6
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Some of the skills just need a quick 50 second touch up for todays meta
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Dec 13, 2007, 04:26 AM // 04:26
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#7
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Forge Runner
Join Date: Aug 2006
Location: Earth, sadly
Guild: BORK
Profession: A/
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Smiting is the only thing I do on my monk. Spawning is like soul reaping, is it not? Not really meant to be used in my opinion. Shadow arts are always used in farming builds. Water? Pffft, suckage.
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Dec 13, 2007, 04:31 AM // 04:31
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#8
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Flying Gophers
Profession: Rt/P
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Quote:
Originally Posted by Zeek Aran
Smiting is the only thing I do on my monk. Spawning is like soul reaping, is it not? Not really meant to be used in my opinion. Shadow arts are always used in farming builds. Water? Pffft, suckage.
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Spawning and Soul reaping have virtually nothing in common. For one, Spawning has a large, mostly worthless, skill set. SR, while it has few skills, still has some interesting ones worth taking...
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Dec 13, 2007, 04:33 AM // 04:33
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#9
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Forge Runner
Join Date: Mar 2007
Guild: Astral Revenants
Profession: P/W
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Quote:
Originally Posted by ensoriki
Deadly arts
Shadow arts
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They're used in farming and those caster sins.
Quote:
Originally Posted by ensoriki
Water magic
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Rubbish in most situations.
Quote:
Originally Posted by ensoriki
Command
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Not that bad...
Quote:
Originally Posted by ensoriki
Smiting Prayers.
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If only we could smite like Saul...
Quote:
Originally Posted by ensoriki
Spawning
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Bleh...
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Dec 13, 2007, 04:34 AM // 04:34
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#10
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Krytan Explorer
Join Date: Sep 2006
Location: Pennsylvania
Profession: E/
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I occasionally use Water magics on my ele. Though mostly for snare.
Water really isn't that good. :-\ same for Air. :-\ sure, they have their uses, and niche's... But for the most part, they both kinda are worthless for PVE.
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Dec 13, 2007, 04:37 AM // 04:37
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#11
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Forge Runner
Join Date: Aug 2006
Location: Earth, sadly
Guild: BORK
Profession: A/
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Quote:
Originally Posted by TGgold
Spawning and Soul reaping have virtually nothing in common. For one, Spawning has a large, mostly worthless, skill set. SR, while it has few skills, still has some interesting ones worth taking...
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The only healing build I use on a rit is the one with Attuned Was Songkai. Ritual Lord, Spirit's Strength, and Reclaim Essence are also good in my opinion. All spirit spammers use spawning powers, along with the Rit/Ns.
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Dec 13, 2007, 05:07 AM // 05:07
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#12
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Krytan Explorer
Join Date: May 2007
Location: Australia
Guild: [Lawl]
Profession: Mo/
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Shadow arts & spawning is not forgotten. The basis of A/ runner's & Spirit spammers come's from spawning & shadow arts. Wind prayers & water magic though are the forgotten ones. And ofcourse any skills in fastcasting which probably have never seem the light of day. And pve wise hammer mastery..
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Dec 13, 2007, 05:10 AM // 05:10
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#13
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Quote:
Originally Posted by ensoriki
Some of the skills just need a quick 50 second touch up for todays meta
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That's how bugged skills, swinging metas, and buff-then-nerfs happen.
Keystone signet?
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Dec 13, 2007, 06:21 AM // 06:21
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#14
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The Fallen One
Join Date: Dec 2005
Location: Oblivion
Guild: Irrelevant
Profession: Mo/Me
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Go HA without water magic..... gfg.... Water magic is the most powerful snare skill tree in the game. Many PvP mechanics revolve around it. Spawning has a lot of great skills. Spirit's Strength is amazing, as is wielder's remedy, and you can make a really creative MM if you play with the skills.
Shadow Arts is a bit weak, but meh it has Shadow Form and shadow refuge and deaths charge. Deadly arts has Shroud of Silence... umm, it ownz face.... Smiting prayers needs a boost here and there, but holy dmg is powerful. word of censure on an ele is hax. :P I kid!
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Dec 13, 2007, 07:27 AM // 07:27
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#15
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Emo Goth Italics
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i thought this thread was about when people forget to put their remaining attribs which they forgotten on lol
anyway...on topic
water magic is fine
command is fine
but the rest are kinda "meh"
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Dec 13, 2007, 08:12 AM // 08:12
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#16
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Jungle Guide
Join Date: Nov 2005
Location: Europe
Guild: Keepers of Chaos
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PvE speaking, Water Magic has Steam which is a decent anti-melee/ranged with low cost, low recharge, perfect to complement a fire build with an utility skill.
Air is good for blind weakness and cracked armor, in some situations with mostly warriors/ranger/paragons I run 2 blinding surgers which give my party all the time to kill everything without having to worry about any kind of damage.
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Dec 13, 2007, 08:16 AM // 08:16
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#17
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Lion's Arch Merchant
Join Date: Apr 2006
Location: Somewhere between GW and Fchan on the nets
Guild: None
Profession: R/D
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[skill]Steam[/skill] + = nice.
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Dec 13, 2007, 08:56 AM // 08:56
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#18
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Academy Page
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um What's wrong with Command...i think it's great, my Paragon's build is based mostly on this skill tree...
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Dec 13, 2007, 09:05 AM // 09:05
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#19
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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All lines the OP mentioned would ruin the game if they would become too good, I'm especially thinking deadly arts, smiting and command. Water magic is already pretty potent to begin with.
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Dec 13, 2007, 09:35 AM // 09:35
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#20
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Krytan Explorer
Join Date: Oct 2006
Guild: The Order of Chaos Reborn [ToC]
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Quote:
Originally Posted by ensoriki
Deadly arts
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Used with those thoroughly IMBA and thoroughly annoying SoJ sins. They finally got the nerf stick, thank God. There are also some skills from the set that have gotten play, most notably the twice-nerfed Expose Defenses.
Farming builds yes, but Return and Dark Escape are staples of the Arena monk, and Shadow Walk is showing up on more sin bars nowadays.
Snare is invaluable in HA, to say the least. In a PvE context, have one snare ele with Deep Freeze, and a couple eles with SH. Watch them all burn and laugh.
Far from useless, I've used "Go for the Eyes!" and "Find Their Weakness!" in PvE with my paragon, quite useful. That and paragons use a boatload of Command skills in PvP. Only Zergway uses Motivation paragons.
Dual smite is a lesser-known but also effective HA build. The line could use some damage buffs, but it's far from useless.
Okay, you got me here. Other than Spirit's Strength...kinda pointless.
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