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Old Jun 18, 2007, 01:31 PM // 13:31   #81
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I'd make critical agility a stance or skill...I don't like enchantments on my sin as I don't typically have room to bring another cover.

Also, as has been suggested, I would make the skills primary class only.

Last edited by Vahn Roi; Jun 18, 2007 at 01:35 PM // 13:35..
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Old Jun 18, 2007, 01:35 PM // 13:35   #82
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Whirlwind Attack, 6A, 1R
Melee Attack. Attack target and adjacent foes. Each attack that hits deals +7...22 damage. One random target stricken by a Critical Hit is knocked down.

Never Rampage Alone, 15E, 15R
Skill. For 10...18 seconds, both you and your pet attack 25% faster and have 1...3 Health regeneration.

Seed of Life, 15E, 1C, 25R
Enchantment Spell. For 6...10 seconds, whenever target other ally takes damage, all party members are healed for 2 Health for each rank in Divine Favor and you gain 1 Energy.

Necrosis, 5E, 1C, 2R
Spell. For each Hex oder Condition on target foe, that foe takes 10...22 damage, for a maximum of 30...66 damage.

Cry of Pain, 10E, 1/4C, 30R
Spell. Interrupt target foe's skill and disable it for an additional 5...8 seconds. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40...88 damage. For each rank in Fast Casting, this spell recharges 3% faster.

Critical Agility, 5E, 1C, 30R
Skill. For 6...13 seconds, your attacks while wielding daggers are 33% faster and you gain 11...20 armor. This skill reapplies itself every time you land a critical hit.

Vamprism, 10E, 3C, 30R
Binding Ritual. Create a level 1...8 Spirit that dies after 35...83 seconds. Attacks by this Spirit steal up to 15...35 Health, and you are healed for 10...20 Health. When this spirit attacks, it loses 20...10 health.

"There's Nothing to Fear!", 15E, 15R
Shout. For 10 seconds, all allies within earshot take 15...31...35% less damage. Affected allies that are not under the effects of other Shouts are healed for 20...52...60 Health when this Shout ends.
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Old Jun 18, 2007, 01:37 PM // 13:37   #83
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Make them not require a grind to use at full power. If you beat the chapter where you got them, you can use them at 100%.
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Old Jun 18, 2007, 02:47 PM // 14:47   #84
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HM was DOA if you don't remember for the average person not in a very PvE active guild. It was popular for the first week, but do you see "LFG for HM mish" anymore. Think these title should breath new life into HM.
And i dont mind if they make the game easier, if you want a challenge, don't equip them. No one is forcing you to use gimmicks builds like in PvP. I got Legendary Vanquisher b4 the skills, and I don't care if tons more people get that title with the new ones. Good for them and i wish them luck.
Sunspear Titles are not a hug grind. It may be if you dont' know where to farm. To max that title it wouldn't only take you one weekend, only one day if it a Double faction weekend.
I will say the Cantha Faction farm might be harsh, but remember it account base. Seeing how most people have 8+slots now, It probable should be balance to 8 times the work needed to Max Sunspear, Seeing how the they are for pve skills, i think the blessing of priest should be buffed. 5 faction that doesn't trigger every time is not good enough IMO. There my 2c
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Old Jun 18, 2007, 02:51 PM // 14:51   #85
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Quote:
Originally Posted by Clone
Make them not require a grind to use at full power. If you beat the chapter where you got them, you can use them at 100%.
I disagree, it's too easy to a beat chapter.
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Old Jun 18, 2007, 03:08 PM // 15:08   #86
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Quote:
Originally Posted by Apollo33
I can't believe I missed this post... This is WAY better than any of my ideas for "fixing" the Allegiance rank thing.

ANet should return Allegiance rank to how it was, only rewarding points for DONATIONS not for amber/jade/scrolls. This would make many guilds very happy.

Tie the skills to the Protector track... It'd encourage people that've beaten the missions in normal mode to then use their new skills in hard mode. More people doing hard mode is always good. It also encourages people to finish the normal mode missions again with their other characters.

Although, perhaps ANet tried to put the skills under Allegiance for other reasons... Like trying to get people to AB or something. I'll probably never AB, simply due to the fact that I don't really care for PvP. About as much PvP as I'll do is Fort Aspenwood...
Nah the option of Miral using missions as counter sucks (NOI) too, I don't want to do that for X characters. I did it once on my monk, and that should be enough if this ever became reality. Too much missions is grind too.

Last edited by Patrick Smit; Jun 18, 2007 at 03:18 PM // 15:18..
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Old Jun 18, 2007, 03:12 PM // 15:12   #87
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I would... not make the skills primary only because that's too restrictive, but

Luxon/Kurzick titles: first rank at 10k (so anyone can get them now), second rank at 20k, third rank at 50k then Supporter at 100k at before, etc.

To reduce grind, have the skills in general scale with both the title track and some attribute, subject to a cap. i.e. to use cry of pain at 100 damage, you can max out sunspear, or have low sunspear and 15 domination, for example.

"There's Nothing To Fear" - Make duration 5 (sunspear rank) + 1 additional second for each point in Leadership (max 10)

Ele skills - nerf the crap out of them, because the point of PVE skills was to make all professions equally desirable, but these make ele nukers deal even more damage than everyone else, relatively.

Monk healing seed skill - make it scale with healing prayers instead of divine favours, so wammos can use it
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Old Jun 18, 2007, 04:41 PM // 16:41   #88
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I would not tie these to a primary either. They are nice additions to builds as most of them are unlinked. It encourages thinking up more synergies between builds/secondaries. If you want more challenge, don't use them. Just don't restrict everyone else's choices.

And I don't want them on Heroes (which kind of goes against my stated position above )
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Old Jun 18, 2007, 04:52 PM // 16:52   #89
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Just after my annoyance for my poor ranger.

I would cap the number of PVE-skills in the bar to one. I will add them an aura like the one that the elite skills have to distinguish them, and only allow to get 1. I have been playing with an elementalist with Glyph of elemental power, the SS-skill, the luxon skill and SF and I on my own can wipe-out every living foe in the area. Now, I'm going to have the kurzick pve-skill to get more and more damage.

Imagine fire 12 + Superior fire rune (+3) + fire headgear (+1) + Glyph of elemental power (+2) + Luxon skill (+2) + Kurzick skill (+2) + Sunspear Skill (30% more dmg). Amazing.

And after this, I just can say one thing. Yes, the triple shot is as good as that... /sarcasm
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Old Jun 18, 2007, 05:01 PM // 17:01   #90
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Quote:
Originally Posted by wingzro
I was saying that Intensity should only affect ele spells like how Eternal Aura only affects dervish skills.
PLEASE do make it do that ANET!!! I'm having a lot of fun with smite (although the only spell it doesn't seem to affect in smite is SOJ...)
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Old Jun 18, 2007, 05:21 PM // 17:21   #91
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Critical agility may seem overpowered... until you try using it in mobs with a lot of enchantment removal. Those same mobs in hardmode spam enchantment removal like no tomorrow. Try it against lvl 26 kournan mobs with mesmers and necros in them... It's also difficult to protect it with cover enchantments as it keeps re-applying itself.

I imagine mobs that spam blind/blurred vision/other hexes would also be a problem. Especially when relying on hero monks.

I just don't think it needs to be nerfed to the ground considering that, with the armor buff cap, you can't buff the armor much (eg., with watch yourself or stand your ground), unless you use a skill with a bigger armor buff which would only cancel out the existing one anyway.

Last edited by Andisa Kalorn; Jun 18, 2007 at 05:27 PM // 17:27..
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Old Jun 18, 2007, 05:33 PM // 17:33   #92
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Critical Agility is in no way overpowered. Its an enchantment, which makes it easily removable, plus it renews itself ALWAYS to the top of the stack.

If they limit it to 1 only then some skills will just never get a look. Who the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO is gonna use Ether Nightmare over Cry of Pain? Or Spear of Fury over TNTF. If anything it should be limited ot 1 from each track. That would stop people bringing both Intensity and Cry of Pain or Necrosis.

Although saying that it would nerf my current favourite R/P build
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Old Jun 18, 2007, 06:01 PM // 18:01   #93
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my question is? why try to nerf skills that some of us like, in any case buff some of them to be more overpowered :P , Remember ppl: if these skills are making pve a lot more easy to u, DONT USE THEM .
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Old Jun 18, 2007, 06:11 PM // 18:11   #94
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I'm in a few minds over these skills. I can totally understand people's views that these skills are overpowered and make things easier. However the other part of me has read threads complaining about how hard HM is, how broken the monster skills are and how ANets nerfing has ruined professions ability to get into teams.

Basically it seems like no matter what Anet does people complain. Also as mentioned in the community post people on forums are generally more hard core players than the average.

I suspect the average GW player is loving the new skills, they dont care about x and Y, all they know is now they can get large yellow numbers and stuff dies faster.

Only Anet know how popular these skills really are, what they read here are by and large are the views of the purists and hard core

Most PvE is a matter of 1,2,3 dead, 1,2,3 dead. Searing flames and SS are not exactly subtle and these skills do not imho reduce subtley that much.

PvE is like it or not now all about vast aoe, it's not about subtlties, 1 on 1 combat or some sense of gladitorial honor. Nothing will change that, to do so requires a lot more work than AN is prepared to do. So it's really a case of if you cant beat em join em.

I love the subtlties of skills, putting together team and indiviual builds that just flow like one. It's great, it's fantastic and much to my sadness now and even before these skills almost irrelevant. The rise of overpowered, large numbers of mobs and the contiunance of tank-nuke-heal is now ingrained into the game and it's players as much as Lions Arch being a trade centre. If these skills are nerfed then the same 1,2,3 remains only the Skill names will changes

Also some skills if limited to primary only would widen the gap between unwanted and wanted professions. For example an ele with ele lord and intensity would be by far and wide be superior to say a mesmer with CoP and ether nightmare damage wise. Pve Is who can blast the most in the shortest time remember..

This would then exclude again the other classes, which was mostly the point of the sunspear skills in the first place.

The whole point of using sunspear title as the attribute was to, if you like level the playing field and allow greater flexibility. To decouple skills from profession attributes this, as much as it goes against our purist mentality was possibly the only way to level the gap between wanted and unwanted professions.

I do feel as tho some distinction should be made between primary and secondary tho. Maybe your primaries skill could be maxed at atttribute level 16 and your secondary at 12. This would be consistant with the rest of the game and still allow a certain synegy of skills. I.e sunspear 10 =primary attr 16, secondary 12

These new skills are not the be all and end all of PvE. A lot of places these skills do not work that well, you still need to think about the team build and yes skill is still required.

The kurzick/Luxon skills do I feel have too high a start point(100K faction). I would suggest this be changed to 10K faction to unlock the ability to get them, and then 3K per skill. I chose 10K as it's the same value as needed to prove ones loyalty in the Factions story. 10K is'nt that hard to get, esp as it's account wide. The skills could then be leveled according to total faction earned not donated.

I've only played with a couple, of skills and I have posted my thoughts on them elsewhere. But in summary for the Cry Of Pain skill, reduce the recharge time, keep the damage the same and make the condition to any hex.

What I will say is that I dont want a wide scale nerfage of these skills, they are huge fun to use, actually make some professions useful again(very important) and bring a new dimension to the game.

Last edited by Shanaeri Rynale; Jun 18, 2007 at 06:32 PM // 18:32..
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