Aug 25, 2005, 02:28 AM // 02:28
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#2
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Leader of Communist Communist Revolution (CCR)
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This will redefine pvp. AS. WE. KNOW. IT.
Or maybe not.
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Aug 25, 2005, 02:33 AM // 02:33
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#3
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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*if thats true*
they were bound to nerf NR but now i think spirits are... useless...
not to mention conflag/winter wont be happening anymore
the only change i really like is draw conditions. those emos that spiked with it was a lil broken....
and lemme guess.. now more than one person has to bring putrid to the tombs.. and skills like well of the profane can actually work
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Aug 25, 2005, 02:48 AM // 02:48
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#4
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Banned
Join Date: Apr 2005
Location: In my head
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Yep. Making spirits not affect each other is just dumb.
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Aug 25, 2005, 02:48 AM // 02:48
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#5
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Guest
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Making only one spirit active at a time was pretty bad.
They took some advice on the fire line, but they buffed the wrong skills-Meteor and Fireball were already good. They need to pay attention to stuff like Searing Heat and Lava Font.
They should have fixed Zeals Fire also.
Spinal Shivers wont be used for an obvious reason. Same with DBS. While their fixing Panic, they need to make it public that the ranges on skill descriptions are misleading. For some reason I have a feeling Panic is going to be Ward range.
I'd have expected more balance than that to be made public, but Im guessing they dont want to release some of the other changes yet.
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Aug 25, 2005, 02:49 AM // 02:49
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#6
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Lion's Arch Merchant
Join Date: Apr 2005
Guild: Forsaken Sanctuary
Profession: Mo/Me
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boy, if they got rid of stacking spirit effects, a lot of people's heads are gonna EXPLODE.
Last edited by nohooiam; Aug 25, 2005 at 02:52 AM // 02:52..
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Aug 25, 2005, 02:51 AM // 02:51
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#7
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Aquarius
Join Date: Jun 2005
Location: Somewhere between Boardwalk and Park Place
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So it would seem now that the only way to discharge an enchant-ridden player is multiple removal spells or lingering curse o.o
The maintenance doubling is a good idea though... makes a lot of maintaining spells (coughmendingcough) not worth it at all now.
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Aug 25, 2005, 03:13 AM // 03:13
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#8
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Servants of Fortuna
Profession: E/Me
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Kinda confusing about the spirits: First it says "Now when you cast a Spirit, all other allied spirits within the newly cast Spirit's range are destroyed." but later it says "also, when a Spirit is cast, it destroys all other allied Spirits of the same type within its range"
If the first is true, I think it's overkill, if the second is, then I think it's good.
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Aug 25, 2005, 03:16 AM // 03:16
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#9
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Hippo Guild
Profession: W/Mo
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DBW is great for keeping a monk/me/ele well dsitracted and kept out of the battle.
maybe i missed it, but i didnt see anything about maintenance or mending.
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Aug 25, 2005, 03:17 AM // 03:17
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#10
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Lion's Arch Merchant
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Quote:
Originally Posted by Lasareth
The maintenance doubling is a good idea though... makes a lot of maintaining spells (coughmendingcough) not worth it at all now.
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I know the 4 pips Mending gives is godly, but dropping an NR to counter it? Isn't that excessive?
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I'm fairly sure the spirits will be changed to only kill allied spirits of the same type when they drop, allowing you to have different ones up, but only one of each. Limiting it to only one ritual at a time would be pretty dumb.
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Aug 25, 2005, 03:29 AM // 03:29
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#11
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Krytan Explorer
Join Date: Jun 2005
Guild: Dark Horizons
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Only having one spirit of each type down is going to make them pretty useless imo. I guess we'll have to see. I'd also like to know where the enchant/hex removal buff is
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Aug 25, 2005, 03:29 AM // 03:29
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#12
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by smurfhunter
they were bound to nerf NR but now i think spirits are... useless...
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I don't agree with this at all. You simply need to use them tactically now instead of just spamming them everywhere and daring your opponent to try and kill them all. Positioning a Zephyr around a corner well behind your party? Just as viable as ever. It's a pretty radical change to how they're normally used now, but I think it's for the better.
Quote:
Originally Posted by smurfhunter
the only change i really like is draw conditions. those emos that spiked with it was a lil broken....
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Well that's the change that's really a head scratcher. A 1 second cooldown? All spells have a .75 second aftercast, so Draw Conditions could only be used once per second before. With this change, it can only be used once every 1.25 seconds. If you mix in RoF like many of the better Smiting builds already did, then you can only cast a Draw/RoF/Draw chain once every 3.25 seconds instead of every 3 seconds like you could before, leading to a remarkable 7.7% drop in DPS.
I seriously wonder if whoever made that change actually knows how their game works. Smiters gained more from Nature's Renewal getting smashed than this 'nerf'.
Quote:
Originally Posted by Blackace
They took some advice on the fire line, but they buffed the wrong skills-Meteor and Fireball were already good. They need to pay attention to stuff like Searing Heat and Lava Font.
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Seriously. The biggest problems with most of the Elementalist lines is that they're so shallow as far as playable damage skills goes. Fire had, what, Fireball, Meteor, and Meteor Shower as good skills? Air had Chain, Strike, Orb. Earth has Obs. Flame. Water has Trident and Maelstrom. There's just far too much downtime when you're sitting there wanding. Elementalist skills, for whatever reason, just tend to suck horribly. Warrior skills hit harder and they have decent DPS in between skill uses - Rangers have fast recharges so they can fire off skills nonstop. Elementalists? Echo that Meteor Shower then go take a piss, it isn't like you're going to be doing much of anything while it recharges.
Until the Elementalist starts to get filled out Smiting is going to remain the best element.
Quote:
Originally Posted by Blackace
While their fixing Panic, they need to make it public that the ranges on skill descriptions are misleading. For some reason I have a feeling Panic is going to be Ward range.
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I get the feeling too. It makes me all tingly.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Aug 25, 2005, 03:29 AM // 03:29
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#13
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Aquarius
Join Date: Jun 2005
Location: Somewhere between Boardwalk and Park Place
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Not really one specifically to counter it. But if there is one out, and you have a spell like mending or prot bond or anything maintainable, it pretty much becomes a wasted slot. That is if spirit teams still use NR after the change. Mending I used as an example because it's the most well-known PvP maint spell
People tend to think reactionary here, instead of preventative...
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Quote:
Originally Posted by Bast
I know the 4 pips Mending gives is godly, but dropping an NR to counter it? Isn't that excessive?
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I'm fairly sure the spirits will be changed to only kill allied spirits of the same type when they drop, allowing you to have different ones up, but only one of each. Limiting it to only one ritual at a time would be pretty dumb.
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Aug 25, 2005, 03:41 AM // 03:41
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#14
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Desert Nomad
Join Date: May 2005
Location: Chicago, IL
Guild: Rebel Rising [rawr]
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So now that NR is being nerfed, and long casting mass enchant removals are going to get dshotted/dchopped/incendiaried, how is one expected to dethrone a respecced hold build with mass enchants on the hero? 1 ranger per disenchanter, and your hero remains happily invincible.
Rend enchantments? klol interrupt.
Lingering curse? klol interrupt.
1s cast strip? Well, ok now that you removed that...guardian....you still have yet to chew through the mark, seed, life barrier, aegis, shield of deflection, oh and we threw in a healing breeze for spite, not to mention Symbiosis is up, and our hero has 999,999,999 life.
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Aug 25, 2005, 03:44 AM // 03:44
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#15
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Guest
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Quote:
Originally Posted by smurfhunter
they were bound to nerf NR but now i think spirits are... useless...
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Quote:
Originally Posted by Ensign
I don't agree with this at all. You simply need to use them tactically now instead of just spamming them everywhere and daring your opponent to try and kill them all. Positioning a Zephyr around a corner well behind your party? Just as viable as ever. It's a pretty radical change to how they're normally used now, but I think it's for the better.
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I think they definetly will be more strategic uses of spirits, but at the cost of limiting combinations. They've essentially made them into elite skills with only one being active at a time which limits combinations. Some of the fun things about spirits were the ability to stack some of them together and I think eliminating that mechanic instead of fixing some spirit interactions makes for some potentially boring stuff with everyone only running 1 of 3 spirits. But I guess thats better than everyone running every spirit and people not even know what made spirit spamming so good(Fertile Season).
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Aug 25, 2005, 03:48 AM // 03:48
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#16
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Academy Page
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I'm hoping they will buff up enchantment removal as well, they just neglected to mention it in their list.
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Aug 25, 2005, 03:49 AM // 03:49
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#17
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Wilds Pathfinder
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The part about spirits is confusing, the paragraph above says spirits destroy all allied spirits in range, but the bulleted list of changes says they only destroy spirits of the same type within their range.
I'm guessing the second one is correct, in which case this is only a good thing.
Last edited by Morganas; Aug 25, 2005 at 03:54 AM // 03:54..
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Aug 25, 2005, 03:53 AM // 03:53
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#18
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Wilds Pathfinder
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Quote:
Originally Posted by Asplode
So now that NR is being nerfed, and long casting mass enchant removals are going to get dshotted/dchopped/incendiaried, how is one expected to dethrone a respecced hold build with mass enchants on the hero? 1 ranger per disenchanter, and your hero remains happily invincible.
Rend enchantments? klol interrupt.
Lingering curse? klol interrupt.
1s cast strip? Well, ok now that you removed that...guardian....you still have yet to chew through the mark, seed, life barrier, aegis, shield of deflection, oh and we threw in a healing breeze for spite, not to mention Symbiosis is up, and our hero has 999,999,999 life.
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You know there are two mesmer stances that deal with just this problem, and anyone who's casting spells as pivotal as enchant removal has no excuse not to take them.
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Aug 25, 2005, 03:59 AM // 03:59
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#19
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Academy Page
Join Date: Feb 2005
Location: Michigan
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This is just a taste of things remember, so more to come. I'm crossing my fingers hoping that Otyugh's Cry somehow becomes one of the most powerful skills ever! (j/k)
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Aug 25, 2005, 03:59 AM // 03:59
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#20
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Banned
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Quote:
Originally Posted by Blackace
For some reason I have a feeling Panic is going to be Ward range.
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Quote:
Originally Posted by Ensign
I get the feeling too. It makes me all tingly.
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My mesmer is the happiest person alive atm.
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