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Old Nov 14, 2007, 10:36 PM // 22:36   #41
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The timer is still a rather clunky solution, however, my necro is just fine for energy; I still highly value SR even in its current state. For balance, it's good as it is.

So yeah, /notsigned
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Old Nov 14, 2007, 10:38 PM // 22:38   #42
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/signed

After all SR nerf was because of spirits... not that that era is over bring it back
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Old Nov 14, 2007, 10:40 PM // 22:40   #43
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/signed for remove SR timer.
Because there is no need of it anymore, beside if SR was alright before the spirits thing, it should be ok to restore it now the way it was.
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Old Nov 14, 2007, 10:48 PM // 22:48   #44
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Soul reaping is still amazing in pve, it's fine, stop crying.
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Old Nov 14, 2007, 10:54 PM // 22:54   #45
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I can live with the current state, but...

/signed

3 in 15 is a clumsy bandaid... and I hate such bandaids. Like pets without proper corpses.
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Old Nov 14, 2007, 11:01 PM // 23:01   #46
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yes plz remove it .
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Old Nov 14, 2007, 11:08 PM // 23:08   #47
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If the timer on SR is removed, one or more of the following must be done:
  • Make Animate Bone Minions 25e and >10r.
  • Make minions give no energy.
Please don't make SR exploits sneak back into the meta.
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Old Nov 14, 2007, 11:14 PM // 23:14   #48
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+1 for removing the timer, and, +1 on the wtf about the pet bodies
and seriously im tired of fun pve builds getting screwed over cause someone in PVP found soem exploit that ONLY works in pvp. Sometimes i wish pvp and pve were two seperate games

Last edited by absolutcrobi; Nov 14, 2007 at 11:16 PM // 23:16..
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Old Nov 14, 2007, 11:25 PM // 23:25   #49
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/signed

Old SR & no limits for minions or give us a PvE elite skill for that, 20+ Minions Necro FTW
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Old Nov 14, 2007, 11:31 PM // 23:31   #50
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The timer is still required to address the problem of unbounded energy gains in PvE.

/unsigned
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Old Nov 15, 2007, 12:02 AM // 00:02   #51
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Quote:
Originally Posted by cellardweller
The timer is still required to address the problem of unbounded energy gains in PvE.

/unsigned
What problems that then? mobs been complaining then have they?

If they dropped the cost of some necro skills and gave us attunements then you'd have a point, but in this case you dont, as the timer was brought in purely for PvP, which obviously didn't work else they wouldnt have stopped the energy from spirits so

/signed.

Last edited by Blackhawk; Nov 15, 2007 at 12:07 AM // 00:07..
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Old Nov 15, 2007, 12:09 AM // 00:09   #52
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I'm with ya' comrades, take that timer out.
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Old Nov 15, 2007, 12:15 AM // 00:15   #53
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/signed

12345 characters
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Old Nov 15, 2007, 12:19 AM // 00:19   #54
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While I pretty much agree that SR still provides a pretty good amount of energy in PvE, I would absolutely love to see the bloody timer removed.

/signed
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Old Nov 15, 2007, 12:32 AM // 00:32   #55
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Quote:
Originally Posted by full moon blaster
Take a simple skill chain used in both PvE and PvP, Awaken the Blood / Arcane Echo / Spiteful Spirit, 10+15+15=40 energy. My setup gives me a total of 50 energy, that's a pretty big pool, but those three skills don't leave me with enough to chain my next Spiteful Spirit cast, and then when that's off, you can't cast another cover hex or additional curse for further damage. Our pool gets drained very fast to be an effective contributor to a team build.
I agree with you because before the SR nerf I usually ran Blood, Curses or combo of Blood/Curses. After the nerf it was more difficult to do the things I was once able to do. The majority of my necro builds since then have been MM which I do enjoy, but...
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Old Nov 15, 2007, 12:37 AM // 00:37   #56
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Quote:
Originally Posted by Blackhawk
What problems that then? mobs been complaining then have they?
Players like myself have and for a very long time. Having unlimited energy removes an entire dimension from the game. Playing a necromancer is much more fun now than before the SR change because energy management has been re-introduced to the equation.

Quote:
Originally Posted by Blackhawk
If they dropped the cost of some necro skills and gave us attunements then you'd have a point, but in this case you dont,
Timered SR allows necromancers to operate with an effective 10+ pips of energy regen without any further energy management - Necromancer skills are costed accordingly. In my experience, the issue with many Necromancer skills is not the energy cost but the recharge time, but thats a discussion for another thread.

Quote:
Originally Posted by Blackhawk
as the timer was brought in purely for PvP, which obviously didn't work else they wouldnt have stopped the energy from spirits so
Go back to the discussions at the time of the SR nerf and you'll find statements by Gaile to the contrary. The timer mechanism was aimed addressing SR's degenerative behaviour in both PvP and PvE.
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Old Nov 15, 2007, 01:02 AM // 01:02   #57
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Quote:
Originally Posted by cellardweller
Go back to the discussions at the time of the SR nerf and you'll find statements by Gaile to the contrary. The timer mechanism was aimed addressing SR's degenerative behaviour in both PvP and PvE.
1. I have a very strong suspicion that whatever was said about PvE at the time was mere pretext to diffuse the angry mob.

2. Regardless of whether "degenerative behaviour in PvE" mattered then, it clearly does not matter now. Now we've got P/W's spamming Save Yourselves and There's Nothing to Fear with huge uptime; we've got Ursan teams tearing through Mallyx like he's a pre-searing skale. The original SR was NOTHING compared to the PvE-only skills that have come after it. If a-net ever cared about "PvE balance," it's beat-you-over-the-head-with-a-mallet obvious that they don't any more. You may disagree with that decision, but it's perfectly clear that that's the decision they made. So, please, don't go insisting that Soul Reaping should continue to get the shaft for the sake of preventing "degenerative behaviour in PvE" while there's Ursan teams running amok.
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Old Nov 15, 2007, 01:26 AM // 01:26   #58
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/signed for remove SR timer
(I'm really not sure that heaven or hell have a door that only opens to let souls in at certain times! lol)

/signed for reverting back pets to leave corpse
(Because.. if something of flesh dies... ummmm... it leaves a corpse right?)
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Old Nov 15, 2007, 01:28 AM // 01:28   #59
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Quote:
Originally Posted by Chthon
1. I have a very strong suspicion that whatever was said about PvE at the time was mere pretext to diffuse the angry mob.

2. Regardless of whether "degenerative behaviour in PvE" mattered then, it clearly does not matter now. Now we've got P/W's spamming Save Yourselves and There's Nothing to Fear with huge uptime; we've got Ursan teams tearing through Mallyx like he's a pre-searing skale. The original SR was NOTHING compared to the PvE-only skills that have come after it. If a-net ever cared about "PvE balance," it's beat-you-over-the-head-with-a-mallet obvious that they don't any more. You may disagree with that decision, but it's perfectly clear that that's the decision they made. So, please, don't go insisting that Soul Reaping should continue to get the shaft for the sake of preventing "degenerative behaviour in PvE" while there's Ursan teams running amok.
'
The solution to these problems is to correct imbalanced PvE skills like they did with SoL and Intensity. Re-breaking SR doesn't address these issues at all.
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Old Nov 15, 2007, 01:38 AM // 01:38   #60
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Quote:
Originally Posted by cellardweller
Go back to the discussions at the time of the SR nerf and you'll find statements by Gaile to the contrary. The timer mechanism was aimed addressing SR's degenerative behaviour in both PvP and PvE.
If Gaile said the Earth was flat and the Moon was made of cheese would you believe that as well?
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