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Old Dec 26, 2006, 03:51 AM // 03:51   #41
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How can you say strength is bad? When you look at the "attribute" you must include the skills that come with it. The str. line has roughly the same amount of skills as the tactics line, which is quite alot, and most of them are useful in different situations.

I would still say fast casting is the worst. Theres no e-management (like most of the other primaries) incorporated in the line, and there are only a few skills in it and require it to be atleast max to be entirely effective. How many mesmer spells take longer than 2 seconds to cast? Most if not all mesmer interrupts are already at 1/4 second cast, and I would like to tell the player who can interrupt a 1/4 cast time consistently to get a life and use their reflexes in a something useful, like a sport. I still argue that fast casting is the worst primary attribute because it does not benefit mesmer skills as greatly as other professions primary does.

Last edited by knives; Dec 26, 2006 at 03:54 AM // 03:54..
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Old Dec 26, 2006, 04:02 AM // 04:02   #42
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Well if you dont have anywhere else to dump your points then putting in strength is better than nothing, similar with eles, most builds only use 2 lines.
Also i thought strength only applies to the base dmg of attack skills, not all hits.
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Old Dec 26, 2006, 04:13 AM // 04:13   #43
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Quote:
Originally Posted by knives
I would like to tell the player who can interrupt a 1/4 cast time consistently to get a life and use their reflexes in a something useful, like a sport.
It's not really reflexes if someone's interrupting a 1/4s cast consistently. It's more like experience and being able to predict the enemy's movements (or blind luck and spamming ints <_<). A lot of interrupts themselves are longer than 1/4s, which means that even if you reacted immediately after seeing the casting animation, you couldn't catch the 1/4s spell being cast. However, if you knew beforehand exactly when they'd use it, you'd have a much better chance of firing off an interrupt at the right time. ;x
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Old Dec 26, 2006, 04:16 AM // 04:16   #44
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Quote:
Originally Posted by knives
How can you say strength is bad? When you look at the "attribute" you must include the skills that come with it. The str. line has roughly the same amount of skills as the tactics line, which is quite alot, and most of them are useful in different situations.
Quote:
Originally Posted by DeBron
^Title is pretty self explanitory.

Best to worst IMO (in terms of general usefulness, not linked skills)
Why would having many strength skills do anything? The usefulness of a line is defined by how many skills see play, not by how much crap it has that has never been seen in a GvG. Many strength skills also see play without having to invest much, bull's strike, protector's strike, burst of aggression, flail, shield bash have all seen play with 0 strength invested.

If we're talking about linked skills as well, energy storage suddenly shoots up several notches, as does critical strikes.
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Old Dec 26, 2006, 04:18 AM // 04:18   #45
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Imo:

Soul Reaping
Expertise
Divine Favor
Energy Storage
Critical Strikes
Fast Casting
Leadership
Mysticism
Strength
Spawning Power
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Old Dec 26, 2006, 04:19 AM // 04:19   #46
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Quote:
Originally Posted by Chicken Ftw
It's not really reflexes if someone's interrupting a 1/4s cast consistently. It's more like experience and being able to predict the enemy's movements (or blind luck and spamming ints <_<). A lot of interrupts themselves are longer than 1/4s, which means that even if you reacted immediately after seeing the casting animation, you couldn't catch the 1/4s spell being cast. However, if you knew beforehand exactly when they'd use it, you'd have a much better chance of firing off an interrupt at the right time. ;x
But how many people are psychic? o.o Which interrupts are longer than 1/4 second in the mesmer line? If you see one, be sure to tell me.

Oh and not linking a primary attribute to skills it has is like the common argument against mesmers: they are conditional. Some work better in certain circumstances, while others do not. That is why I said the skills in the line "must" be included. The only two mesmer skills I've atleast seen some use in is Mantra of Recovery and Power Return, 3 of the 8 skills in the mesmer FC line only work when using signets making it even more useless. The str line of the warrior has skills that have been used or people are using them at the moment. IWAY, Battle Rage, Bulls Strike,Defy Pain, Dolyak Signet, Endure Pain, Flail, Lions Comfort, Rush, Protectors Strike, SPRINT. Just to name a few I am familiar with. *Not all of those are being used at the moment but have been at sometime or another in high level PvP(ex. Protectors Strike w/ a hammer makes the hammer attack quickly like with distracting blow and was used extensively in the past) or in PvE.

Last edited by knives; Dec 26, 2006 at 04:28 AM // 04:28..
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Old Dec 26, 2006, 04:32 AM // 04:32   #47
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Quote:
Originally Posted by knives
But how many people are psychic? o.o Which interrupts are longer than 1/4 second in the mesmer line? If you see one, be sure to tell me.
It's not psychic to know that a monk who just got a key spell interrupted is likely to use it again as soon as it recharges (just an example).

Also, you never specifically stated that the skill interrupting the 1/4s cast was a mesmer skill, just that most mesmer interrupts are 1/4s. I never said mesmer interrupts were longer than 1/4s, just that some interrupts were.

Quote:
Originally Posted by knives
Most if not all mesmer interrupts are already at 1/4 second cast, and I would like to tell the player who can interrupt a 1/4 cast time consistently to get a life and use their reflexes in a something useful, like a sport.
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Old Dec 26, 2006, 04:33 AM // 04:33   #48
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You make m laugh no offense to any wars but wars are MAINLY used as tanks in PvE and strenght is essential for that. Divine Favor and Soul Reaping are the best.
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Old Dec 26, 2006, 04:34 AM // 04:34   #49
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1. Expertise/Energy Storage are the same

1 1/2. Fast Cast

2. Leadership/Mysticism/Soul Reaping for energy

3. Divine Favor/Spawning More Healing

4. Critical Strikes/Strength Damage
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Old Dec 26, 2006, 04:36 AM // 04:36   #50
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Str essential for tanking..since when? tactics is superior
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Old Dec 26, 2006, 04:40 AM // 04:40   #51
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Quote:
Originally Posted by The Admins Bane

Strength is fairly lame but without it threre would be no runners..no runners means having to level to 20 to get decent armor
I can run Droknar and all of South Shiverpeaks with a Me/W or Me/A.

Strength is terrible.
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Old Dec 26, 2006, 04:42 AM // 04:42   #52
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Quote:
Originally Posted by Avarre
I can run Droknar and all of South Shiverpeaks with a Me/W or Me/A.

Strength is terrible.
You're "special" though the average joe runner uses str..
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Old Dec 26, 2006, 04:46 AM // 04:46   #53
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Quote:
Originally Posted by Chicken Ftw
It's not psychic to know that a monk who just got a key spell interrupted is likely to use it again as soon as it recharges (just an example).

Also, you never specifically stated that the skill interrupting the 1/4s cast was a mesmer skill, just that most mesmer interrupts are 1/4s. I never said mesmer interrupts were longer than 1/4s, just that some interrupts were.
But I was referring to mesmer skills. Fast casting makes skills cast faster, therefore I was implying in my post that even without fast casting, a mesmer can still interrupt just as well as with it by using mesmer interrupts. I was trying to say (although confusingly) that since any class but a mesmer without fast casting while using skills are more easily interrupted when casting longer spells. These spells are usually to do massive damage or are more frequently used. Most mesmers bring atleast one type of interrupt in their bar when running a dom mesmer(most common mesmer) and some even only bring interrupts. If they are using those spells that are doing "massive damage" like the other classes, the cast time is still only 1/4 second, and interrupting something like that is extremely hard. I don't really think a mesmer would try to use distracting blow/disrupting chop or savageshot seriously. =/
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Old Dec 26, 2006, 04:50 AM // 04:50   #54
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well lets see I mite seem nooby but call me old school. Dolyak+Defy+endure=close to a freakin 55
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Old Dec 26, 2006, 04:52 AM // 04:52   #55
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Expertise is the greatest in my opinion with attributes like mysticism being pretty low.
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Old Dec 26, 2006, 04:53 AM // 04:53   #56
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And you're outta energy...tanks shouldn't be all defense so you'd need energy for attacking unless you went adren
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Old Dec 26, 2006, 04:57 AM // 04:57   #57
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well let's see Dolyak Signet=signet so no energy, Defy Pain=low adrenaline, endure Pain=5 energy so I used 5 energy and some adrenaline for not being able to be knocked down +62 armor, and + 628 health at 16 strenght. It seems worth it to me and that's only 3 skill slots so with a res you have 4 slots for attack skills.
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Old Dec 26, 2006, 05:19 AM // 05:19   #58
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Quote:
Originally Posted by Count to Potato
1. Expertise/Energy Storage are the same
Hahaha what?
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Old Dec 26, 2006, 05:26 AM // 05:26   #59
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I would have to say:

Soul Reaping
Expertise
Critical Strikes
Mysticism
Energy Storage
Spawning Power
Fast Casting
Strength
Divine Favor
Leadership
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Old Dec 26, 2006, 05:40 AM // 05:40   #60
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Quote:
1. Expertise/Energy Storage are the same
Very wrong.



12chars
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