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Old Jun 08, 2007, 12:49 AM // 00:49   #61
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Originally Posted by KebabVan
On another note, although practically all PvPers wanted an SR nerf, the most commonly requested one was that they dont recieve energy from spirits. The recieving it only every 5s came out of nowhere. Them changing it to three times every 15s is probably because in PvE usually big groups die all in quick succession so this will help the energy management in most cases.

I cant understand anyone who complains about SR every 5s anyway. I MM and SS all the time without any difficulty at all. Just dont spam all your spells expecting to have infinate energy.

On the mesmer update, looks very good. Sure it wont affect PvE but then mesmers have always been the worst profession in PvE - It is a PvP update. Will have to wait to see just how much it affects the effectiveness of paragons in pvp, but it will certainly counter them. M/P with signet of return going to be popular too.
Just thought I would highlight that part for all those complaining about the SR change. Before if you killed two enemies with SS or minions or AoE, you got energy from one kill and not the other. Wait 5 seconds then you get energy from the next kill. With this change you kill two enemies, get energy from both, and then you will only get energy from one more kill in the next 15 seconds.

To me that is a lot better, not that I understood why people would complain about getting up to 16 energy per kill anyways. You still get tons of energy, this is just for the kills that are chained together like from an MM with his minions mobbing two enemies or an SS that got two kills because the enemies are so dumb that they keep attacking.
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Old Jun 08, 2007, 12:49 AM // 00:49   #62
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Originally Posted by Hell Raiser
ArenaNet may have implemented the SR change based on PvP, but it made them realize how overpowered it was everywhere else.
Nothing is overpowered in PvE. How dare anybody say that my necro is overpowered while monks are running around soloing every monster in sight with no problems what so ever and when SF eles can dominate the damage, not to mention a party without a monk is a dead party.
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Old Jun 08, 2007, 12:53 AM // 00:53   #63
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Originally Posted by Miss Persephone
Don't know about SR changes, but I tested activation times of signets and they have been decreased.
My tests don't match that. I've been comparing Leader's Comfort and any 2-second signet (Illusions, Humility) by watching the activation bar, the bar seems to fill up at the same rate in both cases at 14 fast casting.
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Old Jun 08, 2007, 12:56 AM // 00:56   #64
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Quote:
Originally Posted by FoxBat
My tests don't match that. I've been comparing Leader's Comfort and any 2-second signet (Illusions, Humility) by watching the activation bar, the bar seems to fill up at the same rate in both cases at 14 fast casting.
I've tried it too, the new changes have not gone into effect.
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Old Jun 08, 2007, 01:00 AM // 01:00   #65
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Spawning Power buff = EXCELLENT!
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Old Jun 08, 2007, 01:00 AM // 01:00   #66
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SR teams were exploiting a game mechanic, not a skill. SF/Prot spirit are skills. It is also well known that ArenaNet will change things in PvP even if they effect PvE, but not the other way around.
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Old Jun 08, 2007, 01:03 AM // 01:03   #67
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Unhappy boo for new SR bandaid!

i'm here to whine about the SR changes. sure, i'm a complainer, but i just don't think this is the right nerf. This is just not it. basic multiplication tells me that there isn't much improvement, with the possibility of an energy spike and then nothing for 15 seconds. please Anet, tell us you have a backup!
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Old Jun 08, 2007, 01:06 AM // 01:06   #68
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the mesmer intrupts are great..me playing pargons still think this was a NEEDEDupdate cus now chatns can be interupted too

but SR?? wow

GG anet..NOT



thank god got into WoW..atleast that pve aspect still has fun
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Old Jun 08, 2007, 01:15 AM // 01:15   #69
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Interesting changes. The soul reaping from your own spirit change makes sense, but the 15 second change doesn't. I think this will hurt PvE'ers even more, where MM is concerned anyway.
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Old Jun 08, 2007, 01:15 AM // 01:15   #70
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Quote:
Originally Posted by Hell Raiser
It is also well known that ArenaNet will change things in PvP even if they effect PvE, but not the other way around.
Take a look at Spirit Bond. You can't say that was nerfed with PvP in mind.
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Old Jun 08, 2007, 01:19 AM // 01:19   #71
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One thing I have noticed about this change is that the mesmer fast casting buff will likely be a great addition for PvP mesmers, but will mean next to nothing for PvE mesmers. There really aren't many signets that PvE mesmers use that will be any different with faster casting. PvP type skills such as Signet of Humility and Signet of Weariness, however, will be greatly helped by having an increased casting speed. I wouldn't say that this is necessarily a bad thing, but just seems a little strange to me since I never got the impression that A-net thought PvP mesmers needed a buff.
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Old Jun 08, 2007, 01:20 AM // 01:20   #72
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SR changes - Boo.

Mesmer changes - Getting there.

Spawning Power buff - Bravo!
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Old Jun 08, 2007, 01:27 AM // 01:27   #73
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Quote:
Originally Posted by Lord Natural
Interesting changes. The soul reaping from your own spirit change makes sense, but the 15 second change doesn't. I think this will hurt PvE'ers even more, where MM is concerned anyway.
I'm not sure about that. Think about it, in PvE enemies tend to die in big bursts rather than in staggered intervals due to nuking and AoE damage. With every 5 second SR this only gives one benefit of SR, whereas 15 second SR gives a full clump of SR energy.
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Old Jun 08, 2007, 01:27 AM // 01:27   #74
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They keep trying to patch soul reaping up so much, its not even funny even more. Once they find out that this doesn't work, the next update for SR will probably have a paragraph discription trying to explain some BS soul reaping system.
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Old Jun 08, 2007, 01:30 AM // 01:30   #75
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This SR change is weird.

so basically....within 15 second cycles, you can regain a max total of 16 energy 3 times?

say at the 5 second mark a monster dies, i get 16 energy, a second later, another monster dies, i get another 16, 2 seconds later another monster dies, ill have to wait 7 seconds before the next death counts?
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Old Jun 08, 2007, 01:32 AM // 01:32   #76
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Quote:
Originally Posted by lyra_song
This SR change is weird.

so basically....within 15 second cycles, you can regain a max total of 16 energy 3 times?

say at the 5 second mark a monster dies, i get 16 energy, a second later, another monster dies, i get another 16, 2 seconds later another monster dies, ill have to wait 7 seconds before the next death counts?
Provided you are willing to sacrifice your headgear to get that 16 spec, yes this is correct. Instead of having to satisfy a 5 second timer we would instead have to worry about the down time that will be produced should you happen to spike 3 mobs within the first few seconds of the 15 second period. It seems just like the 5 second timer this is meant to heavily discourage spiking.
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Old Jun 08, 2007, 01:33 AM // 01:33   #77
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Alright, I've got the official changes:

Update - Thursday June 7

Bug Fixes
Fixed a bug in Fort Aspenwood that allowed the Warriors to be lured away from their destination.

Miscellaneous
Made additional preparations for the Alliance Battle weekend event.
Removed an incorrect +5 Energy Bonus that was added to General Morgahn's Primeval Leggings.

[B]Ritualist[B]
Spawning Power: Every rank in this attribute now increases the duration of your weapon spells by 2%.

Necromancer
Soul Reaping: You can now gain spike energy from this attribute, but then you're screwed for 1/4 minute.

Mesmer
You can now interrupt Chants with your anti-magic interrupts. Go dominate the PvE world!

Paragon
We have taken the liberty of further decorating your tombstone. Enjoy.

All hail the geniuses at Anet!

Last edited by Glitched; Jun 08, 2007 at 01:37 AM // 01:37..
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Old Jun 08, 2007, 01:34 AM // 01:34   #78
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lyra, it makes no sense, it's totally convoluted and contrived, it's going to take a major article to fully explain it

it bewilders me how anet literally tries to chase people away from playing or enjoying what should be a simpler game
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Old Jun 08, 2007, 01:34 AM // 01:34   #79
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Yeah this is a test of the emergency A-net solutions guide. Please wait to see if everything has gone better or worse and we have other changes behind it; if it does not work out.

Of course I hope this mean the Sunspear skills are soon to follow. Please let it be this week, “please, please, please.”
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Old Jun 08, 2007, 01:35 AM // 01:35   #80
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Quote:
Originally Posted by KebabVan
Ummm how about there was a gimmick of 5/6 n/rts, 1 ranger spirit spammer and a n/mo or two that dominated GvG for a month or more. 7 necros running off an army of spirits and minions dying meant infinate energy for them. Wash machine was the most infamous guild who reached r5 i think until the SR nerf when they had to change builds and promptly dropped out of the GvG scene altogether.

If you dont know anything about PvP then don't comment on it.
so bring a couple mesmers with cry of frustration and aecho or another interrupt... can't gain energy from spirits if the spirits can't be cast. after the initial spirits die off, they'd be up sh*t creek without a paddle. But I guess that's beyond the average PvPers mentality...

there are always gimmick builds. nerf a skill or attribute, and a new gimmick build will rise up. this is how its been ever since IWAY first came about. nerfing every skill that becomes popular isn't really the way to go. there are a couple of things that do deserve nerfs, but this "spiritway" as people call it first of all was easily countered, and second of all should have been handled differently if it was to be handles at all. No, nerfing isn't the way to fix PvP. Fixing PvP mechanics is the way to fix PvP.
What's the flavor of the month now, anyway?

oh, one more note. in the cases of both soul reaping nerf and paragon nerfs, ritualist spirits were the issue. maybe they should have nerfed ritualist spirits instead of other classes that may or may not benefit from them?
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