Jun 19, 2007, 06:21 AM // 06:21
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#121
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Forge Runner
Join Date: Jul 2006
Profession: R/
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Quote:
Originally Posted by Alderin
There are far better skills that aren't even PvE only that come in more handy.
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Name one skill that gives a +20 AL and 33% IAS with an unlimited duration (with decent levels of critical strikes it will be renewed within it's duration).
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Jun 19, 2007, 06:25 AM // 06:25
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#122
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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Quote:
Paragons? Hahaha. Did you ever want a paragon in your group over any other profession (unless running a searing flame build and thought "They're on Fire" would be nice). Something tells me that your answer then is quite different then your answer now!
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I wish I can say that was true but unfortunately it was not. I went to Urgoz and ran a build that uses There On Fire + There is nothing to Fear at r10 Sunspear with 16 leadership. The build was quite good despite ignorant people.
Peoples psychotic hatred for using a Paragon baffles my mind at times. Even when I was reducing party wide damage by 72% Setting everything of fire and increasing critical s by 63% it was not enough for some prejudices to die.
I don't care about what stupid people think anymore about the Paragon. It is still my favorite class and still I find it a joy to play despite noob ignorance.
ALSO.... Im a bit disapointed that any class can benifit from the Ritualist SS skill. You don't have to be a Ritualist to get the best benifit of the skill. I use it with my Paragon to increase the DPS I do in combat and it works quite well.
Too well in fact and I would like the see a change so that the Ritualist can get better use of it than other classes.
Perhaps an additional +1 damager per 2 ranks in Spawning Power?
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Jun 19, 2007, 06:26 AM // 06:26
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#123
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by Engel the Fallen
Oh well, I guess I will go Ele / Dervish now to keep intensity up all the time.
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BUZZZ!!!! wrong answer. please try again
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Jun 19, 2007, 06:29 AM // 06:29
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#124
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Wilds Pathfinder
Join Date: Aug 2006
Location: Nodnol
Guild: Meeting of Lost Minds
Profession: E/Mo
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What's wrong with intensity! With a enchanting mod and half recharge time it'll be just the same in power as all of those other little boosts.
I like it, it was overpowered!
A good update A-net (especially for Critical Strikes)
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Jun 19, 2007, 06:34 AM // 06:34
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#125
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Trans Tasman Alliance [TTA]
Profession: Me/
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I'm happy with the content of the update. It makes the balance of power between the holy trinity and other classes a bit more even.
They really should have balanced the skills *before* they released them though, so people wouldn't complain about all the nerfs.
But you know, the ranger skills still need a buff (I don't really play ranger, so I don't really care though).
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Jun 19, 2007, 06:35 AM // 06:35
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#126
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Banned
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Quote:
Originally Posted by drakun01
GW is beginning to lose one of the things that I prized most about it: the freedom to fo your own thing.
In most MMOs on the market, healers heal, tanks tank, nukers nuke, and rogues screw around in stealth. Not so in GW.
The Healing Necromancers and Elementalists. Rangers effectively using swords and hammers, or spamming life stealing skills. Elite dungeons being ripped to shreds by groups made up of a single class. Ritualists using melee weapons to destroy anyone in their way. There are many other examples out there.
But, as of late, that aspect of Guild Wars has begun to fade. The recent updates have been discouraging diversity. One of the key aspects of this game is the ability to utilize skills from two different classes to benefit both, like Monks using [card]Frenzied Defense[/card] or MS Elementalists running [card]Arcane Echo[/card] and [card]Echo[/card], or even warriors running [card]Physical Resistance[/card].
While it makes since that certain skills should be tied to the primary attribute, I think that they should allow for secondaries to use these skills to their advantage. Just change the skills so that only primaries get the most out of them. For example, Critical Agility is one that many classes would like to make use of. So, instead of cutting them off from it, instead change the wording so that is is something like this:
For 4...13 seconds, you attack 33% faster and gain +10...22 armor. This Skill adds 4 seconds plus 1 second for each rank in Critical Strikes each time you score a critical hit, to a maximum of 4...13
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Most useful secondary options require an investment. Using your secondary's PvE only skills to full effect is essentially adding another elite to your bar (or two!) with no investment at all required.
On the next subject...
I'm sorry but all the rage quit posts and such are uncalled for. Just think for a moment...
Some people are quitting the game (read: throwing a hissy fit) because:
1. Anet adds new skills.
2. The skills are incredibly powerful.
3. Anet tweaks them to make them more useful to the undesirable classes and less overpowered but still good.
4. You suddenly are no longer able to beat the game and totally suck.
If you suck now, you sucked a week ago as well. I don't mean to sound harsh but that's just how it is. If you can no longer play your profession without an uber assassin skill on your warrior, for example, then well I hate to say it but Anet is not the one at fault. And trust me, I never thought I would be sitting here defending Anet. But from a balance point of view, they did wonders. They essentially made paragons, ritualists, assassins, and mesmers more powerful without destroying PvP game balance by using a creative idea. I would go on but I believe my last post covered it all.
Last edited by Series; Jun 19, 2007 at 06:37 AM // 06:37..
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Jun 19, 2007, 06:35 AM // 06:35
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#127
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by mazey vorstagg
What's wrong with intensity! With a enchanting mod and half recharge time it'll be just the same in power as all of those other little boosts.
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Youre rarely going ot hit the recharge time on it, certianly not enough to make it useful to take over other skills the ele has. With a 20% enchanting wrapping you still only get the skill for 12 seconds, and still have 33 seconds of downtime. Not the most impressive for a skill. You would have to hit the 20% recharge every time for this to be useful, even then.....
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Jun 19, 2007, 06:41 AM // 06:41
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#128
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Jungle Guide
Join Date: Dec 2005
Location: South East England
Guild: Leader: Lady Hairy Armpits S[mell]
Profession: E/
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Quote:
Originally Posted by Silly Warrior
Elementalist
Elemental Lord: decreased the bonus to Elemental attributes to 1.
Intensity: decreased duration to 10 seconds, increased recharge time to 45 seconds.
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Both skills now completly unusable and not worth a place on the skill bar
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Jun 19, 2007, 06:44 AM // 06:44
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#129
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Frost Gate Guardian
Join Date: Nov 2006
Guild: Call to the Torment {CttT}
Profession: A/
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Good job A-net, you've restricted the skills in a reasonable way. The warriors are complaining about losing Critical Agility because it basically lasts 4 seconds for them, but how many other IAS skills do they already have? and if you noticed all the warrior skills Assassins could "borrow" to use only last that long anyway.
A-net dealt this in a reasonable way, I don't see the problem with intensity...You could easily cast it throw down your mass AoE and get some major use out of it? I'm not much of an ele so I wouldn't know
The other nerfs are well done GJ a-net
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Jun 19, 2007, 06:44 AM // 06:44
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#130
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Forge Runner
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This is ridiculous. If they are going to balance these PvE only skills the way they balance normal skills, there's no point making them PvE only.
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Jun 19, 2007, 06:51 AM // 06:51
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#131
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Jungle Guide
Join Date: Dec 2005
Location: South East England
Guild: Leader: Lady Hairy Armpits S[mell]
Profession: E/
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Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1
[skill]Glyph of Elemental Power[/skill]
Please tell me, what is the point?
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Jun 19, 2007, 07:00 AM // 07:00
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#132
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Quote:
Originally Posted by -Loki-
This is ridiculous. If they are going to balance these PvE only skills the way they balance normal skills, there's no point making them PvE only.
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Seriously. They did alright with the lesser used pve classes (mesmer, sins) but most of the other skills are balanced better (better as in not overpowered) than the skills used in pvp.
I dont think these skills should be 1 hit killers but make them worthy of having over others.
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Jun 19, 2007, 07:13 AM // 07:13
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#133
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Frost Gate Guardian
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The ele skills are now useless... They are PvE skills, they are supposed to be overpowered. Change them back to how they were, then someone might actually use them. There is no point to use them now...
And what the hell were they doing for the last months if they only decided to nerf the skills now anyways?
gg Anet, you screwed up again. Guild Wars used to be good...
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Jun 19, 2007, 07:23 AM // 07:23
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#134
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Quote:
Originally Posted by baz777
Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1
[skill]Glyph of Elemental Power[/skill]
Please tell me, what is the point?
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There is no point to it, personally I didn't think there ever WAS a point to it. It's an enchantment and can so easily be stripped. Glyph > Enchantment any day in my opinion.
Well I'm certainly not going to kill myself trying to clamber up the Friend of the X title track...there is very little point in many of these new skills...I'd rather just stick to my usual builds tbh.
Quote:
Originally Posted by spellsword
They are PvE skills, they are supposed to be overpowered.
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I was always under the impression PvE skills were supposed to augment your current skills...not "look at target foe and PWNZORZ all the foes on the map"...I never really thought intensity was overpowered...I felt it was a nice balance. I notice however the Dervish enchantment, Eternal Aura, remains unchanged...I felt that was one the most overpowered of them all.
Last edited by Cebe; Jun 19, 2007 at 07:26 AM // 07:26..
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Jun 19, 2007, 07:30 AM // 07:30
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#135
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Forge Runner
Join Date: Jun 2005
Location: Seattle
Guild: SPQR
Profession: N/R
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Quote:
Originally Posted by baz777
Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1
[skill]Glyph of Elemental Power[/skill]
Please tell me, what is the point?
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I agree the glyph is still a better choice, but I guess the point is that you don't have to spam the skill and are no longer restricted to 5 spells...
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Jun 19, 2007, 07:31 AM // 07:31
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#136
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Forge Runner
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Quote:
Originally Posted by murtagh deadmoon
Good job A-net, you've restricted the skills in a reasonable way. The warriors are complaining about losing Critical Agility because it basically lasts 4 seconds for them, but how many other IAS skills do they already have? and if you noticed all the warrior skills Assassins could "borrow" to use only last that long anyway.
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I'm well and thoroughly unimpressed. They only restricted a few of the skills from being useful on secondary professions, not all of them. That should be a clue that something is very wrong.
Oh no, "There's Nothing to Fear!" is useful to other professions! Can't have that, because no one likes Paragons and we want to give them one skill to make it all better. Argh! those dervishes are running Critical Agility! Stop them, that skill was meant to make assassins feel loved. No one else should have these skills, it's just not right! Nerf, nerf, nerf!
What was that, someone is running Vampirism on a necromancer? Necrosis on a mesmer? Who cares. *snicker* Those skills are nothing special. Who plays mesmers anyway?
Last edited by Gli; Jun 19, 2007 at 07:48 AM // 07:48..
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Jun 19, 2007, 07:39 AM // 07:39
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#138
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Wilds Pathfinder
Join Date: Aug 2006
Location: Melbourne
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I think it ironic that they combined two of the worst things a mesmer can do in PvE into one skill.
E-Denial is useless in pve. Enough said.
Degen is for the most part, useless in later areas of PvE (Sub-Par Damage)
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Jun 19, 2007, 07:48 AM // 07:48
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#139
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Frost Gate Guardian
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Intensity: 10seconds lasting time / 45 recharge time = not fun.
25-30secs lasting time / 45secs recharge time = would work? Maybe... or not, don't know.
At the moment intensity really isn't worth of using in most places... after all, these are only-pve skills, no need to nerf them to ground. >>_>>
(I am happy for mesmer pve-skill buffs but sadly I don't own a pve-mesmer.)
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Jun 19, 2007, 07:59 AM // 07:59
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#140
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Elite Guru
Join Date: Jul 2005
Location: England
Guild: Ferrets Unity of Rogues (FUR)
Profession: R/Mo
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Bad nerf of ele skills...45 sec recharge, ouch. I was about to start trying em out too.
Also, i think tying them to attributes has rather buggered them. I was looking forward to the Paragon Sunspear skill until they linked it to leadership, now it rather screws it for my build. Maybe if it was 1 second for each rank, not every two?
Ah well, good skills come along that have NO effect of PvP and they skill get nerfed 5 secs later.
Hope they all get evened out better by the end of the week.
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