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Old Sep 17, 2006, 01:44 AM // 01:44   #1
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Default The Pre-Order Weapons

seem pretty pointless imo

Ex1:


So so far we've seen that dervish work best by putting up enchantments, and bringing them right back down again. So basically, a +enchanting mod seems kinda pointless if all the enchants will (for the most part) only be up momentarily anyways.

Cold damage......why? So many of the dervish enchants change the damage done by your weapon anyways.....so the cold seems like a pointless edition

and the +15% while enchanted goes up with my first rant, your likely to be takeing enchantments off of yourself more than your putting them on o.0


Ok, and upon looking at the Fiery Sunspear of Shelter for the Paragons, i cant say i have any rants about the mods. They all seem pretty useful and looks like they can be used to more of an extent than that of the Soulbreaker.


What do you think?
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Old Sep 17, 2006, 03:01 AM // 03:01   #2
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I can't think of a better weapon for the Dervish.

Elemental damage that will own warriors.
Your constantly Enchanted so +15 almost always.
Some enchants you want to keep casting and some you want to keep up a long time.

Sounds leathal to me.
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Old Sep 17, 2006, 03:41 AM // 03:41   #3
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Default Another question about the preorder weapons

Greetings,

Quote:
Originally Posted by Lambentviper
<snip>
Cold damage......why? So many of the dervish enchants change the damage done by your weapon anyways.....so the cold seems like a pointless edition
<snip>
I am also in agreement with the confusion over this. There are several dervish skills that do change your damage type, the most important ones being the elite Avatar forms (Balthazaar, Melandru, and Grenth), but there are non-elites as well (Staggering Force being one of them).

Now, the question is - how will skills like this interact with not only the preorder scythe, but any scythe with an elemental mod on it? I didn't personally use any elemental scythes during the PvP preview, so I don't know. Will the damage type of the weapon be suppressed during the duration of the enchantment (most likely in my opinion)? Or, will the damage be considered both types for purposes of damage calculations and skills (Avatar of Balthazaar for holy damage vs undead combined with the preorder weapon's cold for Spinal Shiver's interrupting)?

If anyone knows, or has examples of current weapons and skills that we could draw conclusions from, could you share the info?

Merry meet, merry met, merry meet again,
Wyldchild777
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Old Sep 17, 2006, 04:24 AM // 04:24   #4
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Quote:
Originally Posted by GloryFox
I can't think of a better weapon for the Dervish.

Elemental damage that will own warriors.
Your constantly Enchanted so +15 almost always.
Some enchants you want to keep casting and some you want to keep up a long time.

Sounds leathal to me.
But from how the dervish was so popularly played, the object is to get enchants on and off as fast as possible, doing outrageous AoE spike damage + conditions.

So true, you will be almost constantly enchanted, but not constantly attacking while your enchanted....is the point im getting at
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Old Sep 17, 2006, 05:30 AM // 05:30   #5
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Quote:
Originally Posted by Lambentviper
Cold damage......why? So many of the dervish enchants change the damage done by your weapon anyways.....so the cold seems like a pointless edition
Assuming that the NF preorder weapons work like the factions ones, you will be able to change the mod.
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Old Sep 17, 2006, 08:11 AM // 08:11   #6
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FDS / IDS count as Elemental attacks
A normal Slashing sword is a physcial attack.

Any skill which would read "All your physical attacks deal fire damage" should mean that with the pre-release sycthe you would still deal cold damage, just look at Greater Conflag and the other ranger spirit.

Although thats entirely speculation based on Anet following their same wording rules for skills / effects
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Old Sep 17, 2006, 09:00 AM // 09:00   #7
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I'd assume that ANet's goal with the preview weapons was to provide a mod combination that'd be useful, but wouldn't undermine the market for the eventual "best" mod combinations and/or greens, and wouldn't automatically be a perfect PvP weapon.

...They did a pretty good job, IMO. 15% while enchanted is gold, and there will eventually be a call for +enchantment scythes for PvE players using Dervishes like an Earth tank. The elemental damage is questionable, but it's still a useful mod that doesn't undermine Sundering's cash value or Vampiric's high damage potential on the eventual market.

If it was a Vampiric +15 (enchanted) Scythe of Fortitude, the market for useful scythes would take too much of a hit.
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Old Sep 17, 2006, 09:38 AM // 09:38   #8
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The +20% enchant duration is useful. You'll usually wanna hold enchants and burn them off when it's best for you, anyways. (Signet of Piety, anyone?)
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Old Sep 17, 2006, 10:59 AM // 10:59   #9
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Quote:
Originally Posted by Paperfly
If it was a Vampiric +15 (enchanted) Scythe of Fortitude, the market for useful scythes would take too much of a hit.
The next person who says Fortitude is useful gets a kick in the nuts!
Shelter/Defense/Warding FTW!

_Zexion
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Old Sep 17, 2006, 02:10 PM // 14:10   #10
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I'll side with Zexion on that one, but he can do the kicking.


I can understand keeping enchants up while attacking (sand shards, anyone) if ANet actually made the dervish scythe mastery skills any useful at all. They are to overshadowed by their aoe spike counterparts in earth and wind magic
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Old Sep 17, 2006, 02:37 PM // 14:37   #11
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Zexion: Fortitude is hands down the best suffix in PvP. In PvE I will agree that Defensive is excellent but in PvP that extra 30 health makes all the difference when you're getting spiked.
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Old Sep 17, 2006, 02:57 PM // 14:57   #12
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the pre-orders both seems really worth it to me. Since you end the enchants when you want to this just helps you time it better.
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Old Sep 17, 2006, 03:38 PM // 15:38   #13
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Quote:
Originally Posted by Khift
Zexion: Fortitude is hands down the best suffix in PvP. In PvE I will agree that Defensive is excellent but in PvP that extra 30 health makes all the difference when you're getting spiked.
Uhm, depends on the kind of spike. Blood spike, fort is definately best. But say, R-Spike, nothing beats Shelter.

In GvG, Warding will always be my prefered mod as a warrior, and likely dervish as well. Same with such things as AB. Most gimmick builds, fort is better as well (dual smite, and such).

_Zexion
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Old Sep 17, 2006, 04:09 PM // 16:09   #14
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Quote:
Originally Posted by Zexion
The next person who says Fortitude is useful gets a kick in the nuts!
Shelter/Defense/Warding FTW!

_Zexion
Tell that to the market. You're lucky if you can give Defense/Warding/Shelter mods away, let alone sell them. Believe me, I've tried...
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Old Sep 17, 2006, 05:12 PM // 17:12   #15
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Of course the preorder weapons are pointless. They're just cool skins to look at for a little while but they were never inteded to be uber weapons for you to keep using. They do give you a max weapon to use when you first start out though.
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Old Sep 17, 2006, 05:45 PM // 17:45   #16
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@OP

WOW.... just wow, the class is based on using enchantments so the weapon makes perfect sense, some enchantments have a short duration so it's nice to keep them going for a while until it's the right time to lose them.
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Old Sep 17, 2006, 07:46 PM // 19:46   #17
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Quote:
Originally Posted by Zexion
The next person who says Fortitude is useful gets a kick in the nuts!
Shelter/Defense/Warding FTW!

_Zexion
SHHHH!!!

let people think that. Then we can sell them the fortitude mods for 50k, and buy a defensive mod for ourselves for 5k.
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