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Old Dec 04, 2007, 03:00 PM // 15:00   #201
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Yeah because your +36 regen is soooooo useful.
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Old Dec 04, 2007, 03:08 PM // 15:08   #202
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Quote:
Originally Posted by Zeek Aran
*cough distracting shot cough*
yes, d-shotting a 0,25 sec cast spell is very easy

I have no problem with it, but it may be an idea to up recharge
enchant removal is hard, mystic regen will be back up when you're still in your aftercast ..

upping to 10, or 15 secs makes it viable to shatter the enchant.
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Old Dec 04, 2007, 03:11 PM // 15:11   #203
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Quote:
Originally Posted by Miral
assuming they don't have a cover enchantment, which if they're worth killing at all, they probably do.
if they have a cover enchant then chances are they cant do anything accept for tank. leave them for last and then your team can take them np. why keep attacking a foe that can do no damage and take almost no damage? i have better things to do with my time
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Old Dec 04, 2007, 03:30 PM // 15:30   #204
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Quote:
Originally Posted by Zeek Aran
I'd be really pissed if they ruined my 55 build because people whine about Earth Tanks in PvP. And that's all I have to say.

*cough distracting shot cough*
cough 1/4 cast time cough
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Old Dec 04, 2007, 06:03 PM // 18:03   #205
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Who even cares if they put it back on? Where do you people get this idea that Mystic Regen will actually heal someone to the point of invincibility? You are barking up the wrong tree. You want to nerf something nerf the damage reduction skills. It's the same principle as a 55 monk. They reduce damage to the point that their regen can keep up with it. If you have a monk relying on regen alone for healing in a situation like that they die, plain and simple. The same thing applies to Mystic regen. IF you really need a counter then BHA pretty much owns it. Even if you miss interrupting the original cast you'll damn sure get the next one when it wears off. It changes it to a 1/2 cast time, which is interruptable since it becomes easily interrupted so you just get someone up in their face attacking and bam they are done end of story.
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Old Dec 04, 2007, 06:08 PM // 18:08   #206
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Putting mystic regen into mysticism is a bad idea. Currently if you play dervish you need to triple spec (myst, scythe & earth) to use mystic regen.

Moving mystic regen over to mysticism would stop cross classes from using the skill entirely and would allow dervishes to dual spec (scythe & myst only) thus giving them an unintended boost to all of the other skills on their bar. Basically that idea is lose-lose.

Fix mystic regen some other way, like giving it an actual recharge or cast time.
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Old Dec 04, 2007, 06:10 PM // 18:10   #207
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Quote:
Originally Posted by Fried Tech
if they have a cover enchant then chances are they cant do anything accept for tank. leave them for last and then your team can take them np. why keep attacking a foe that can do no damage and take almost no damage? i have better things to do with my time
Derv wise mystic regen is the cover enchant - because of the low recharge and the fact other enchantments are more important (e.g. Heart of Fury). Saying that 2 enchants makes a "tank" is kinda.. strange.
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Old Dec 04, 2007, 06:19 PM // 18:19   #208
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come on like... its dervish mending and as for tanks... [skill]Rend Enchantments[/skill][skill]Corrupt Enchantment[/skill] gogogogo, my favourite way to use this in ab is to wait for the e/d or d/mo tank to start going OMG you noobs you cant kill me... then cast rend enchantments... they go in a blink... = ragequit

Also If you want comedy use currupt enchantment on heal breeze warriors .. "WOOT! -8 dmg woot!" , i also got called a haxxor last night in ab for doing that XD
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Old Dec 04, 2007, 06:21 PM // 18:21   #209
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Quote:
Originally Posted by dan-the-noob
Derv wise mystic regen is the cover enchant - because of the low recharge and the fact other enchantments are more important (e.g. Heart of Fury). Saying that 2 enchants makes a "tank" is kinda.. strange.
I was quoting someone complaining about e/d. My point was more towards ignoring the e/d all together until they are the last one, because lets face it, they aren't going to hurt you. Cover or no cover.

I don't think that they need to nerf mystic regen at all. If it pisses you off that bad then make a counter build. Instead of complaining all the time, do something about it, dont expect someone else to.
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Old Dec 04, 2007, 07:21 PM // 19:21   #210
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Being a mesmer, I find Mystic Regen is very easy to counter (Backfire, Rend Enchants via necro secondary, then degen and laugh) and I do it all the time, so I wouldn't say it needs a nerf. But I for one am tired of seeing the floods of E/Ds and N/Ds in AB and knowing exactly how to kill them in 3 seconds without a second thought. It's not overpowered, it's boring.

Quote:
Originally Posted by tankity tank
Putting mystic regen into mysticism is a bad idea. Currently if you play dervish you need to triple spec (myst, scythe & earth) to use mystic regen.

Moving mystic regen over to mysticism would stop cross classes from using the skill entirely and would allow dervishes to dual spec (scythe & myst only) thus giving them an unintended boost to all of the other skills on their bar. Basically that idea is lose-lose.

Fix mystic regen some other way, like giving it an actual recharge or cast time.
If I had to choose, I'd still rather the dervish get boosted than the hordes of mindless cookie cutters while playing AB. But I do think someone's idea of making it work with only dervish enchantments is far better.
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Old Dec 04, 2007, 07:30 PM // 19:30   #211
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I'd prefer a simple +10 regen benefit cap to this skill, and increase the recharge from 5 to 15 (duration is 20). The skill doesn't benefit the team, is frustrating to play against if you don't have a copy of Rend / Gaze handy, and draws out the match unnecessarily. It's griefway, and injecting the capability to play it in your bar usually retards your damage output, which is a bad mindset for newer PvP players.

To all the 55 monks:
a) you survived just fine before Nightfall
b) +10 is still tons of regen
c) Healing Breeze just got buffed

Last edited by Skye Marin; Dec 04, 2007 at 07:36 PM // 19:36..
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Old Dec 04, 2007, 08:00 PM // 20:00   #212
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erhm, mystic regen not overpowered, requires 8 in earth and at least 25 energy to get full effect...
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Old Dec 04, 2007, 09:03 PM // 21:03   #213
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i herd dat rend touch wuz gud, c/d?
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Old Dec 04, 2007, 09:55 PM // 21:55   #214
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Dude Flare Is So Imba It Has Fast Recharge And Dmg And Like Low Energy,
Move It To Energy Storage Plz, Secondary Professions Are Imba In This Game!!!11
ZOMG THEY KILLED MY ALL CAP FURY I R MADZ NOWZZZ ZOMGGGGZ!!111
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Old Dec 04, 2007, 09:59 PM // 21:59   #215
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semi-worthless skill outside of farming.

i hate seeing e/d tanks with it, hell, i hate seeing anyone not farming with it tbh, and especially dervs.

leave it alone. let noobs run it and look like fools, they'll survive till the end.. the end being them alone, team dead, and them standing frantically trying to save energy and not die from a swarm of hate.
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Old Dec 04, 2007, 10:03 PM // 22:03   #216
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Quote:
Originally Posted by AuraofMana
Dude Flare Is So Imba It Has Fast Recharge And Dmg And Like Low Energy,
Move It To Energy Storage Plz, Secondary Professions Are Imba In This Game!!!11
ZOMG THEY KILLED MY ALL CAP FURY I R MADZ NOWZZZ ZOMGGGGZ!!111

ZoMg lik, i nO, itz lik, waaaaay ovurpowurd n' stuff, did u C how tUff a Mes iz w/ SS?! moov 2 Soul Reeping plx, way 2 strong 4 curzes!!!!!!112!!21!




lol well put though Aura.
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Old Dec 04, 2007, 10:19 PM // 22:19   #217
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Just because Mystic Regeneration is one skill of the Earth Tank does not mean it deserves nerfing.

The earth tank you speak of is simply a "waste enemies time" build. Griefing that I think can be reported.

The other skills are more of a problem. Stoneflesh Aura is far too strong if you cant counter it, and of course sucks if you can.
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Old Dec 04, 2007, 10:24 PM // 22:24   #218
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meh earth tanks are 100% completely based on enchantments.. it does hurt to bring [skill]Rend Enchantments[/skill] or [skill]Gaze Of Contempt[/skill] both would work at 0 attributes
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Old Dec 04, 2007, 10:29 PM // 22:29   #219
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Quote:
Originally Posted by Skye Marin
I'd prefer a simple +10 regen benefit cap to this skill, and increase the recharge from 5 to 15 (duration is 20). The skill doesn't benefit the team, is frustrating to play against if you don't have a copy of Rend / Gaze handy, and draws out the match unnecessarily. It's griefway, and injecting the capability to play it in your bar usually retards your damage output, which is a bad mindset for newer PvP players.

To all the 55 monks:
a) you survived just fine before Nightfall
b) +10 is still tons of regen
c) Healing Breeze just got buffed
You... do realize that regen is naturally capped at 10 anyway... right? Unless you want degen to be able to counter it or something, and even then, you'd have to have 4 enchantments for 12 regen anyway (3 if you have 13 myst on a derv). Only the scrubbiest of the tanks I've seen have more than 4 anyway.

The duration change is a pretty good balance though. Makes it harder to use as easily as a cover enchantment. The recharge is the only change I feel Anet would need to consider, if anything at all.
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Old Dec 04, 2007, 10:36 PM // 22:36   #220
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Im sorry Why the hell are you using Mystic Regeneration as a cover enchantment its 10 energy.

The only people who do that are non dervishes or melee classes.

Dervs cover with Vital Boon, many other classes also cover Mystic Regeneration.

Just because the stupid caster is using it so is no reason for you to grief.


You want it nerfed because you can't kill a build that can't kill?
1 Word Interrupt, Mystic Regen isn't going to destroy lives.
If you cant kill someone simply because they are Regenerating you have a problem with your damage not the skill.
If its because they are using Skills that weaken damage.
I dunno...maybe thats the problem?
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