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Old Jun 08, 2007, 12:43 PM // 12:43   #161
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I'm so confused as to why these changes aren't listed on the official site. Was it a mistake?

Anyway, if the Necro, Mesmer and Ritualist primaries are to be changed I hope that monks' Divine Favour will trigger on all monk skills.
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Old Jun 08, 2007, 12:45 PM // 12:45   #162
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Quote:
Originally Posted by makosi
I'm so confused as to why these changes aren't listed on the official site. Was it a mistake?

Anyway, if the Necro, Mesmer and Ritualist primaries are to be changed I hope that monks' Divine Favour will trigger on all monk skills.
yeah it was a "leak" of info that wasn't "supposed" to be released yet. or in other terms, a-net putting up temporary changes to gauge our reactions and decide how many pitchfork-deflectors to buy.
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Old Jun 08, 2007, 01:26 PM // 13:26   #163
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Or just a developer sent the wrong build to be used. Mistakes do get made.
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Old Jun 08, 2007, 01:35 PM // 13:35   #164
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Please just make it so SR is unaffected by spirits and/or minions. It would make everyone so much happier

Oh well, I guess I'll have to see this new update in action for myself before I judge it too harshly.
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Old Jun 08, 2007, 01:45 PM // 13:45   #165
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I dont like the SR Nerf at all. This is not one SR nerf but several nerfs.

(1) SR now gives no energy from spirits, except spirts you control, where it now gives full energy.

Mild Dislike I'f I am in pvp and I kill an enemy "shelter" I think that I ought to be rewarded for winning. I like that "spiritway" soul reaping monks are dead.. but this nerf is too harsh

(2) SR now only gives energy for "nearby" deaths.

HATE this nerf is awful. Nearby is way too little range. It's not like you ever saw necro flag-runners in pvp anyways. Many minion deaths happen outside of "nearby" range (which, btw is the range of the Aoe that pvE AOE uses (Deep Freeze, etc), and non-minion deaths are in more trouble. For Example, the SS farming the UW with a 55 monk trys to stay an aggro bubble away... and builds like orders or BiP dont want to be anywhere near teh action. HATE THIS NERF IS UNCALLED FOR.

(3) SR now has an even more retarded timer.

HATE I guess the solution to "players dislike the timer" is another timer. At least I was used to teh old stupid timer. This new timer is probably better for pvp but its awful for pvE. Again. the common situation... you run into a fight.. the monsters deep freeze ur minions killing them... now you have full energy (most of the SR was wasted and never seen) and you cant cant get energy from SR for 15 seounds... godawful...

But its the "Nearby" nerf thats going to screw the necromancer the most.
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Old Jun 08, 2007, 01:53 PM // 13:53   #166
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Originally Posted by Nekretaal
(2) SR now only gives energy for "nearby" deaths.

HATE this nerf is awful.
The current soul reaping descriptions says "creature near you", but we know it doesn't work like that.
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Old Jun 08, 2007, 01:56 PM // 13:56   #167
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Originally Posted by Gregslot
I dont consider fair not having to worry about your energy with little effort.
Every class in the game needs to worry about energy, even mesmers that have a whole attribute line that is designed to give more energy needs to watch his energy bar.
Even elementalists that have 80+ energy need to watch their energy bar.

If necros dont need to worry about their energy, they can invest their upgrades/insigneas in other stuff, wich obviously its not fair.

I would love to get +10 armor while enchanted for my monk, BUT i have to watch my energy.
Why necros shouldnt?

Just give it a thought.
Yes and my necro would love to have a 5 energy spell that completely heals myself BUT that is a Monk skill...I would love to have +80 AL BUT that is for Warrior and Paragon, I would love to be able to cast my minnion spells instantly, BUT that is for fast cast Mesmers...geez everyone tries to compare classes and make everything the same for everyone..what is the effing point of having different class if they are all the same?? SR is a necro attribute and it should be reverted back to before last nerf..and if PvP don't like it then the nerf could remain the way it is for PvP and go back for PvE to the way it was.
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Old Jun 08, 2007, 01:57 PM // 13:57   #168
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Quote:
Originally Posted by Nekretaal
(1) SR now gives no energy from spirits, except spirts you control, where it now gives full energy.

Mild Dislike I'f I am in pvp and I kill an enemy "shelter" I think that I ought to be rewarded for winning. I like that "spiritway" soul reaping monks are dead.. but this nerf is too harsh
What about non necros that kill a spirit where is there reward for "winning"?
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Old Jun 08, 2007, 02:15 PM // 14:15   #169
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I was worried there for a second till i found this on

http://wiki.guildwars.com/wiki/Game_updates

Would hate it if they had implemented that SR update, but I'm not worried now, will be if they do, but no point worrying when its not an actual update
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Old Jun 08, 2007, 02:22 PM // 14:22   #170
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To PvErs who feel the need to complain all the time:

PvPers did not demand this SR nerf at all. PvPers simply said that spirits should not give energy return for SR. THATS ALL. Old SR wasnt overpowered in PvP. Why? Because people dont die in PvP nearly as much as in PvE.
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Old Jun 08, 2007, 02:26 PM // 14:26   #171
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Signet speed: I could come up with some uses, but nothing great for PvE. My Mesmer is my favorite character, and fun to play. But whenever I play my Necro (even now), warrior, monk, or even my ranger... I see how ineffective my mesmer is. Fortunately he has good heroes. Maybe the signet speed will be useful with the PVE skills.

This leak seems to confirm some of my fears about the mesmer fix. Namely Interrupting Shouts, and some changes that I can only see helpful in PvE depending on Sunspear Skills. Thus, it seems likely that only Nightfall Mesmers will be getting the PvE buffs, since nobody outside of nightfall uses chants, or can get Sunspear skills. I have Nightfall, so I'm not overly concerned for myself, but I fear for my Mesmer Brethren.

I expected a more wide reaching fast casting update. Something like reducing casting speed, helping E management (either by building it in, or moving some emanagement skills into it and buffing them). The chants thing... Honestly, There's never been a time when I wanted to interrupt chants.

Not seeing the help to PvE here. Someone will need to explain it to me.
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Old Jun 08, 2007, 02:48 PM // 14:48   #172
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Where is the link to this update?
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Old Jun 08, 2007, 02:59 PM // 14:59   #173
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Well said Keithark, this comparison of classes is pointless. Every class has their strength that is supposed to be inaccessible by other classes. Complaining that it is unfair for a necro to not have to watch their energy is ridiculous considering that the necro class uses its primary attribute for energy management.

Before the SR nerf was implemented, did anybody ever complain (on the pve side of the game of course) that necros were getting the lion's share of the action due to their supposedly limitless energy? No! Every pve pug wanted a tank, 2 or 3 eles for damage, a minion master to provide some additional tankage/damage and the poor mesmers got left out altogether. I remember being in tombs advertising my services as a curses necro and almost never getting on a team. If the old SR was unfair, they would have been saying; ZOMG, GRAB HIM, HE'S A NECRO WITH LIMITLESS ENERGY AND WILL TOTALLY PWN EVERYTHING! The point that I'm making is, before the SR nerf the necro class was much more fun and no other classes were being hurt or disadvantaged by the supposed "unfair" energy gains from SR (again, for those of you out there with half a brain, I am talking about pve, not pvp).
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Old Jun 08, 2007, 03:03 PM // 15:03   #174
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Originally Posted by Master Mxyzptlk
Not seeing the help to PvE here. Someone will need to explain it to me.
Some hexes, Arcane conundrum for one, were given adjacent range Aoe. With some Aoe (instead of none) mesmers look much better in pvE.
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Old Jun 08, 2007, 03:13 PM // 15:13   #175
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Quote:
Originally Posted by Servant of Kali
To PvErs who feel the need to complain all the time:

PvPers did not demand this SR nerf at all. PvPers simply said that spirits should not give energy return for SR. THATS ALL. Old SR wasnt overpowered in PvP. Why? Because people dont die in PvP nearly as much as in PvE.
Right. Which is exactly why it makes no sense and I do not understand why SR was not simply changed to not give energy return from spirits.

PvErs dont feel the need to complain all the time. Most of them anyway. There's a great many nerfs that reduce farming efficiency and play that makes PvE more and more frustrating. Most of us just roll with it and grumble about it to ourselves, save some of the more vocal ones, but Anet really could take a moment and realize what they do in a big picture view. Make a few unhappy with this, a few unhappy with that, a few more unhappy with this other thing - leads to a lot of unhappy people. Some of these changes are necessary, and that's fine. You'll still get people unhappy about any sort of change. Some, however, are far from necessary and the changes to SR as implemented is one of them.
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Old Jun 08, 2007, 03:26 PM // 15:26   #176
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Quote:
Originally Posted by Nekretaal
Some hexes, Arcane conundrum for one, were given adjacent range Aoe. With some Aoe (instead of none) mesmers look much better in pvE.
The new AOE AC, is imho still poor. The Range is adjacent and still requires me to load up with interupts and then hit every skill the affected monster uses.

So usage would be something like AC(10 en)+10 en per interupt(on average)

Much better still to take cry of Frustration and select a slower casting monster and still interupt all of the mob than try and race about trying to interupt another monster. By which the first skill you hit would have recharged,

By far, the best way to shut down a mob is dazed, alas something mesmers cant do without dipping into secondary professions,
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Old Jun 08, 2007, 03:33 PM // 15:33   #177
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[QUOTE]
Quote:
And hot news Some mesmer interupts now affect Shouts and chants.
Erm, this could be a problem, since I use Anthem of Flame in almost every build to trigger echos and refrains, and as a general "timer" (10 sec duration, 10 sec recharge).

But I don't see this as a "delete Paragon" nerf, more of an annoyance.
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Old Jun 08, 2007, 03:47 PM // 15:47   #178
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This cant possibly be the Mesmer PvE updates. If it was then serious phail, but changes against Chants is to nerf Paragons in PvP, and their abusive Defensive Anthems, and fast cast signets is just a nice addition to fast casting, that Mesmers in GvG (signet of humility) will benefit from.

Because this does not benefit PvE Mesmers, this cannot be the Mesmer update.


@ Spawning Powers change: its adding longer passive defence from weapon of warding, with other weapon spells being not worth it for length.
If they want spawning power to be awesome, then make item spells not take away complete benefit from your caster items. For each point in Spawning Power you cast spells 2% faster, and they recharge 1% faster when holding an item.

Thats just my opinion, but lengthening defensive weapon spells is gonna be annoying.
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Old Jun 08, 2007, 04:11 PM // 16:11   #179
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Arrow June 07 update 'bug' corrections

Quote:
This update introduced a number of bugs, which were fixed in the second update:

* Players were unable to select Hard Mode in Challenge Mission outposts.
* The description of Soul Reaping in the Skills and Attributes Panel erroneously read: "For each point of Soul Reaping, you gain 1 Energy whenever a creature near you dies. You may only gain Energy in this way 3 times every 15 seconds. You only gain Energy from Spirits you control."
* The description of Fast Casting erroneously read: "Fast Casting decreases the casting time of your Spells. Additionally, each rank in this attribute decreases your Signet activation times by 3%."
* The description of Spawning Power erroneously read: "For each rank of Spawing Power, creatures you create (or animate) have 4% more Health, and weapon Spells you cast last 2% longer[sic]. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power."
* All mesmer changes were reverted back to original state. (Many mesmer skills that only work if your foe was casting a spell, such as Power Drain, Power Spike, Power Block or Power Flux, had their descriptions altered to state that they also worked on chants.)
Anet, I think the community deserves to know what is going on. This correction on "erroneous" descriptions has generated a lot of turmoil and there's still no explanation on it. Saying it was a bug won't cut it, because obviously someone thought up and wrote thoso descriptions and they somehow (maybe unintentioanlly) ended up in the game with the recent update. Anyway, it's out now, I think we have the right to know why and how it got there.

I'm not ranting or complaining, I just think that since it got out it should be open for discussion.
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Old Jun 08, 2007, 04:27 PM // 16:27   #180
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Yeah, s'kinda weird..I'd like to know what goin on.

Although I do like the idea of Spawning Power making weapon spells last longer..
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