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Old Aug 11, 2007, 02:07 AM // 02:07   #21
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Quote:
Originally Posted by thor hammerbane
I'm still pissed at the Spirit Rift nerf, It wasn't needed at all. Wasn't overpowered, wasn't being used to much, other than pve...Stupid..
Rift was ridiculous in PvP under a few situations. With the N/A ritspike, you could rift, then the necro shadow prison/iron palm/augury, while another rit times a gaze, making it near impossible to dodge and immense damage. Using it on a Ghostly Hero holding an altar allowed them to time removal, making a perfectly clean spike that was not pre-prottable.

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Originally Posted by Zinger314
Okay...

What's the difference between 10s duration/10r and 12s duration/12r?
Lower recharge and duration means it takes more energy to maintain it on targets.
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Old Aug 11, 2007, 02:08 AM // 02:08   #22
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there was a spirit called Earthband
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Old Aug 11, 2007, 02:11 AM // 02:11   #23
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Quote:
Originally Posted by Kakumei
Longer cast time (especially two seconds) means far, far easier to disrupt.



There is more than one person in a team.
You need that long to react to that spell; a 2 second window? Now I can see why some people underappreciated some professions, like the mesmers. The timing to interrupt something, takes way too much concentration for some people. Talk about a slow reaction.

Yeah if it’s a well gathered group who makes sure they don’t over exhaust themselves; sure I can believe it. I mean it’s not that different then when some of these warriors taking “Fear Me” team build. I mean all just one skill dependent builds are horrid, but does anyone talk about that; of course not when they are very popular.
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Old Aug 11, 2007, 02:12 AM // 02:12   #24
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Quote:
Originally Posted by Avarre
Lower recharge and duration means it takes more energy to maintain it on targets.
Well of course it does... but isn't that why they upped the energy cost? A bit of a double-whammy and quite redundant.
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Old Aug 11, 2007, 02:18 AM // 02:18   #25
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Quote:
posted by Omniclasm
but did you take more than one 25e spirit on your bar normally?
Yes I did quite often, Furthermore I never had a energy issue as I used a +27 E -1 E pip +30hp offhand. I also used Offering of Spirit or Signet of Spirts for E management. Never once have I ever had an issue running 3 spirits at 25 cost.
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Old Aug 11, 2007, 02:29 AM // 02:29   #26
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Quote:
Originally Posted by Avarre
Rift was ridiculous in PvP under a few situations. With the N/A ritspike, you could rift, then the necro shadow prison/iron palm/augury, while another rit times a gaze, making it near impossible to dodge and immense damage. Using it on a Ghostly Hero holding an altar allowed them to time removal, making a perfectly clean spike that was not pre-prottable.
It’s called teamwork. Something you don’t see a whole heck of amount of in PvP, except for the top guilds. A full “touchy ranger” group can make ease way of a dysfunctional group, in about the same amount of time (if not less).

Quote:
Originally Posted by undeadgun
there was a spirit called Earthband
Well that’s another story, but still you have to find a valuable spell that can be a cheap knockdown. However like the others have pointed out there are other ways to prevent knockdown all together. Nevertheless do people think of it before hand? The answer is sometimes, but the particle circumstance that people think of everthing before hand is slim. However isn’t that what PvP should be; a gamble to see which skills you brought can outdo the other teams? A game of chess if you will; you have to outthink your opponent.

Last edited by sindex; Aug 11, 2007 at 02:34 AM // 02:34..
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Old Aug 11, 2007, 02:29 AM // 02:29   #27
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Quote:
Originally Posted by Omniclasm
However, reducing the recharge of Wielder's Strike made me say WTF? Add exhaustion to a skill, then people say it was too hard. So your response is to change the recharge from 12 -> 5? That helps nothing at all. MAYBE if you add in, "If you are not under the effects of a weapon spell, this skill does not cause exhaustion" then it would make sense. As it is, the change makes little sense at all.

Now that makes sense.
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Old Aug 11, 2007, 02:30 AM // 02:30   #28
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Quote:
Originally Posted by arcanemacabre
Agree with this. I honestly didn't understand the point of buffing it in the more recent update anyway. It's fine, then they overpower it, then they nerf it. I mean WTF?
They didn't buff it.
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Old Aug 11, 2007, 03:16 AM // 03:16   #29
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Quote:
Originally Posted by ShadowsRequiem
theres a spell called gale.
Theres a skill called balance stance
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Old Aug 11, 2007, 03:21 AM // 03:21   #30
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Very good update, really improves Ancestor's Rage, makes Rending Touch less sick, has the solution to Steady Stance that was missing in the previous one. Nice job .
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Old Aug 11, 2007, 03:21 AM // 03:21   #31
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Originally Posted by brian78wa
Theres a skill called balance stance
Yup, from this moment on, everyone in the game is required to have Balanced Stance on their skill bar for the off chance that a blue orb of death is casted on them.

Some "lern2counter" arguments are somewhat decent. But really now, EVERYONE is going to go /W now just so that they can use Balanced Stance? This isn't a 1v1 situation.
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Old Aug 11, 2007, 03:33 AM // 03:33   #32
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Quote:
Originally Posted by yesitsrob
Very good update, really improves Ancestor's Rage, makes Rending Touch less sick, has the solution to Steady Stance that was missing in the previous one. Nice job .
right after isaw the skill For Great Justice, i think bout your build of defeting mallyx, now the FGJ is worth to add in and gratz again on beat that fat monkey
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Old Aug 11, 2007, 03:37 AM // 03:37   #33
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Get rid of exhaustion on rits, or make a way to deal with it. Reducing the freaking recharge time isn't the answer.
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Old Aug 11, 2007, 03:47 AM // 03:47   #34
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Quote:
Originally Posted by sindex
It’s called teamwork. Something you don’t see a whole heck of amount of in PvP, except for the top guilds. A full “touchy ranger” group can make ease way of a dysfunctional group, in about the same amount of time (if not less).
Touch Rangers wouldn't make it past Underworld.

Quote:
Get rid of exhaustion on rits, or make a way to deal with it. Reducing the freaking recharge time isn't the answer.
How about: Don't pack so much exhaustion shit?
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Old Aug 11, 2007, 03:55 AM // 03:55   #35
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Quote:
Originally Posted by Riotgear
Touch Rangers wouldn't make it past Underworld.


How about: Don't pack so much exhaustion shit?
I don't pack any. I minion bomb, or go restoration on my Rit. However it was nice to know I could go spirit spammer and so on if I got bored. I mainly say this because I bet they will tag exhaustion onto more skills in the future. So please, try to be more constructive then that.
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Old Aug 11, 2007, 04:17 AM // 04:17   #36
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Quote:
Originally Posted by Riotgear
Touch Rangers wouldn't make it past Underworld.
I was not talking about PvE, now was I?
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Old Aug 11, 2007, 04:25 AM // 04:25   #37
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Quote:
Originally Posted by sindex
I was not talking about PvE, now was I?

No you're not
There's a map called "Underworld" in HA FYI
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Old Aug 11, 2007, 04:34 AM // 04:34   #38
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Nice update.

I'll continue never putting those two steaming piles of exhausting garbage on my bar.

As a side note, this update also broke lamentation. Thanks for that too, by the way.
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Old Aug 11, 2007, 04:49 AM // 04:49   #39
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Quote:
Originally Posted by sindex
I was not talking about PvE, now was I?
http://wiki.guildwars.com/wiki/The_Underworld_(arena)

is not

http://wiki.guildwars.com/wiki/Underworld

Last edited by Midnight08; Aug 11, 2007 at 04:53 AM // 04:53..
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Old Aug 11, 2007, 04:50 AM // 04:50   #40
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Quote:
Originally Posted by Omniclasm
Yup, from this moment on, everyone in the game is required to have Balanced Stance on their skill bar for the off chance that a blue orb of death is casted on them.

Some "lern2counter" arguments are somewhat decent. But really now, EVERYONE is going to go /W now just so that they can use Balanced Stance? This isn't a 1v1 situation.
because stopping someone inside a spirit rift with gale is the ONLY TIME YOU EVER HAVE STRONG KNOCKDOWNS? O.o oh, and theres a bunch other skills that prevent em, too. ask runners about knockdown prevention knockdowns are actually really really powerful, and having protection against them would be a good thing for any group. its basically full melee and caster shut down for duration, not to mention the fact that it can interupt any action... and this is all knockdowns, not just a gale inside a spirit rift. theres entire builds based around knockdowns that have no spirit rift or other nerfed rit spell in sight. knockdown is basically a non-removable, preventable condition. and protection against it is a godsend in many many many situations.
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