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Old Sep 03, 2008, 02:58 AM // 02:58   #61
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im sorry, but i lol'd at the necro.
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Old Sep 03, 2008, 03:03 AM // 03:03   #62
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Seeping suggestion isn't too bad. 340 damage OVER 17 seconds isn't that powerful, since it can be easily healed over or removed (or you could just remove the bleeding). And, the current one is a POS, so any improvement is good.
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Old Sep 03, 2008, 03:16 AM // 03:16   #63
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[B][I]*Seeping Wound

---I guess reduce the duration, or change the second feature.


[B][I]*Second Wind:

new ancestor's rage spike, and 1 cast=2 spike....wow

----but Ancestor's Rage isn't an elite.


*Power Flux: Functionality changed to "If target foe is using a skill, that skill is interrupted and for 4...9 seconds, that foe's attributes are reduced by 4 and has -2 energy degeneration." 10 energy, 1/4 sec cast, 15 sec recharge.

that foe's attributes are reduced by 4 and has -2 energydegeneration+If target foe is using a skill, definately overpowered, might be acceptable if it is spell only and make the attribute reduced to 2 or something

---I don't see how you feel its overpowered; hex application is conditional to interrupting (which if you're good isn't hard but still). Hit a Rangers Apply Poison, Hit a monk's Aegis, hit an Ele's Attunement. It's awesome shut down, nothing's overpowered by it. I can still see Cry used as the hard interrupt over this in many cases though, but at least it'd still be there.


*Power Leech: Functionality changed to "If target foe is using a skill, that skill is interrupted and for 10 seconds, whenever that foe uses a skill, you steal 1...6 energy from that foe." 10 energy, 1/4 sec cast, 15 sec recharge.

it's fine the way it is, making it affect all "skills" would make it imba

---I guess -6 on a non spell caster hurts too much (exaggeration). If they don't use a skill, the job was done. But instead, maybe reduce the duration its on, perhaps 6 seconds tops.


*Healing Light: Functionality changed to "Heal yourself and target ally for 5...105 Health. Foes adjacent to that ally are blinded for 1...4 seconds." 5 energy, 3/4 sec cast, 4 sec recharge.

heal for 250 heath -----> heal for 105+4 secs of blind, therefore WoH---->this, want blind? why not just use b flash/surge?

---So bring bsurge+WoH. But tell me, does this hurt? You don't HAVE to run it, but someone else could find use for it.


*Defender's Zeal: Functionality changed to "For 2...7 seconds, target ally has a 50% chance to block attacks and whenever an attack is blocked, that ally gains 3 energy." 5 energy, 1 sec cast, 3 sec recharge.

guardian with energy gain, and the 3 sec recharge means you can keep it up on both of your monks...

---i guess increase to 4 seconds? Otherwise it'd be no better than Guardian, which this is an elite.


*Mark of Protection: Functionality changed to "For 5...25 seconds, whenever target ally is hit with an attack or spell, that ally cannot lose more than 10% of his current Health." 10 energy, 1/4 sec cast, 5 sec recharge.

why would i need a second prot spirit for my elite slot?

---Don't bring prot spirit then (even though that can seem blasphemy). Find a use for it. Or, ignore that functionality and consider the other options.


*Amity: Functionality changed to "Hex Spell. For 1...3 seconds, target foe cannot attack or deal damage. Amity ends if that target takes damage." 5 energy, 1/4 sec cast, 10 sec recharge.

if it only lasts 1-3 seconds long, why would you need a " ends if that target takes damage"...either way..it means this hex ends in a flash.. useless elite

---Okay, the last part was redundant. But, if you're smart, you can stop the Deep Wound source and stop spikes. GG?


*Lingering Curse: Functionality changed to "For 10 seconds, target foe's primary attribute is reduced to 0 and suffers -1...3 Health degeneration. This hex reapplies each time target foe is hexed or enchanted. 15 energy, 1 sec cast, 15 sec.

For 10 seconds, target foe's primary attribute is reduced to 0 - that is already too much, and the reapplies each time target foe is hexed or enchanted...erm..

---Are people seriously so oblivious to the fact that regardless of the nature of this skill, it is absolutely EASY to remove??????????


*Soul Leech: Functionality changed to "Hex Spell. For 6...25 seconds, whenever target foes deals damage, this spell deals 33% of that damage back to the source." 10 energy, 1 sec cast, 5 sec recharge.

5 sec recharge...with an e management, you can basically maintain this on all the damage dealers on the opposing team..

---It's done with Soul Bind, and that's awesome pressure as is. How is this more powerful?


*Archer's Signet: Functionality changed to "All of your bow attack skills become recharged. You gain 2...6 Energy for each skill recharged by Archer's Signet." 1 sec cast, 8 sec recharge.

all bow attack skills recharges quick enough as it is, the energy gain isnt too useful on a ranger neither

---yes, agreed it's not good. I just added it to see what people thought and how to expand ideas from that. Which you did not.


*Cleave: added "If it hits a moving foe, it causes a Deep Wound for 5...17 seconds." 4 adrenaline.
it was disgusting underused. Eviscerate has been the dominator for elite axe skills since the first days, mainly because it had Deep Wound so nicely packaged into the skill. Well, introducing a conditional Deep Wound to Cleave might make it poular again.

---It would make it popular yes. Am i looking to get evisc out of the picture? No. This would be a pressure axe build, not a spike.

no way that is going to replace evicerate, the deep wound is too conditional for it to be used in spikes


*Whirling Axe: Functionality changed to "If Whirling Axe hits, you strike for +5...17 damage. Whirling Axe is unblockable and always results in a critical hit." 2 adrenaline.

wow...2 adrenaline cost for an unblockable/100% critical/+damage attack, what are you thinking...

---How is this not elite worthy compared to Keen Chop?


*Decapitate: Functionality changed to "If Decapitate hits, you deal +5...17 damage. If it hits a non-moving foe, you deal an additional 10...34 damage and cause a Deep Wound for 5...17 seconds." 8 adrenaline, 1 sec cast.

kd->this=gurantee +50 damage, deep wound, and a 1 sec cast, try giving it to a shock war, its gonna be even more powerful then the pre-nerf evicerate, so...why did you think they nerfed evicerate in the first place?

you need the Knock Down to do this, so its conditional, unlike evisc. Blame the monks if it kills then: follow the KD....
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Old Sep 03, 2008, 03:25 AM // 03:25   #64
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Quote:
Originally Posted by HawkofStorms
Seeping suggestion isn't too bad. 340 damage OVER 17 seconds isn't that powerful, since it can be easily healed over or removed (or you could just remove the bleeding). And, the current one is a POS, so any improvement is good.
Thank you! I actually overlooked that even though that's a lot of damage, its over a huge amount of time. So I still stand that it'd be interesting.
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Old Sep 03, 2008, 03:59 AM // 03:59   #65
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*Seeping Wound

---I guess reduce the duration, or change the second feature.[B][I]

***thats not a bad idea, i just misundertood it, i was thinking it would work like rising bile

*Power Flux: Functionality changed to "If target foe is using a skill, that skill is interrupted and for 4...9 seconds, that foe's attributes are reduced by 4 and has -2 energy degeneration." 10 energy, 1/4 sec cast, 15 sec recharge.

that foe's attributes are reduced by 4 and has -2 energydegeneration+If target foe is using a skill, definately overpowered, might be acceptable if it is spell only and make the attribute reduced to 2 or something

---I don't see how you feel its overpowered; hex application is conditional to interrupting (which if you're good isn't hard but still). Hit a Rangers Apply Poison, Hit a monk's Aegis, hit an Ele's Attunement. It's awesome shut down, nothing's overpowered by it. I can still see Cry used as the hard interrupt over this in many cases though, but at least it'd still be there.

***its overpowered because: 4...9 seconds, that foe's attributes are reduced by 4 n 15 sec recharge


*Healing Light: Functionality changed to "Heal yourself and target ally for 5...105 Health. Foes adjacent to that ally are blinded for 1...4 seconds." 5 energy, 3/4 sec cast, 4 sec recharge.

heal for 250 heath -----> heal for 105+4 secs of blind, therefore WoH---->this, want blind? why not just use b flash/surge?

---So bring bsurge+WoH. But tell me, does this hurt? You don't HAVE to run it, but someone else could find use for it.

***for a monk, would you seriously use this instead of WoH just for the 4 sec blind? to be honest, i would rather use healing light for the energy gain like it does now than the blindness

*Defender's Zeal: Functionality changed to "For 2...7 seconds, target ally has a 50% chance to block attacks and whenever an attack is blocked, that ally gains 3 energy." 5 energy, 1 sec cast, 3 sec recharge.

guardian with energy gain, and the 3 sec recharge means you can keep it up on both of your monks...

---i guess increase to 4 seconds? Otherwise it'd be no better than Guardian, which this is an elite.

***maybe the energy gain on block makes it better?


*Mark of Protection: Functionality changed to "For 5...25 seconds, whenever target ally is hit with an attack or spell, that ally cannot lose more than 10% of his current Health." 10 energy, 1/4 sec cast, 5 sec recharge.

why would i need a second prot spirit for my elite slot?

---Don't bring prot spirit then (even though that can seem blasphemy). Find a use for it. Or, ignore that functionality and consider the other options.

***why would i bring this instead of prot spirit if it does the same thing? to waste my elite slot?


*Amity: Functionality changed to "Hex Spell. For 1...3 seconds, target foe cannot attack or deal damage. Amity ends if that target takes damage." 5 energy, 1/4 sec cast, 10 sec recharge.

if it only lasts 1-3 seconds long, why would you need a " ends if that target takes damage"...either way..it means this hex ends in a flash.. useless elite

---Okay, the last part was redundant. But, if you're smart, you can stop the Deep Wound source and stop spikes. GG?

***you can say that for the current version of amity, but still, why doesnt anyone use it??


*Lingering Curse: Functionality changed to "For 10 seconds, target foe's primary attribute is reduced to 0 and suffers -1...3 Health degeneration. This hex reapplies each time target foe is hexed or enchanted. 15 energy, 1 sec cast, 15 sec.

For 10 seconds, target foe's primary attribute is reduced to 0 - that is already too much, and the reapplies each time target foe is hexed or enchanted...erm..

---Are people seriously so oblivious to the fact that regardless of the nature of this skill, it is absolutely EASY to remove??????????

***easy to removed? does that mean i can buff every hexes in the game and make them imbalance just because they can be "easily" removed


*Archer's Signet: Functionality changed to "All of your bow attack skills become recharged. You gain 2...6 Energy for each skill recharged by Archer's Signet." 1 sec cast, 8 sec recharge.

all bow attack skills recharges quick enough as it is, the energy gain isnt too useful on a ranger neither

---yes, agreed it's not good. I just added it to see what people thought and how to expand ideas from that. Which you did not.

***too busy figuring out how exactly are you making these skills "better"

*Cleave: added "If it hits a moving foe, it causes a Deep Wound for 5...17 seconds." 4 adrenaline.
it was disgusting underused. Eviscerate has been the dominator for elite axe skills since the first days, mainly because it had Deep Wound so nicely packaged into the skill. Well, introducing a conditional Deep Wound to Cleave might make it poular again.


no way that is going to replace evicerate, the deep wound is too conditional for it to be used in spikes

---It would make it popular yes. Am i looking to get evisc out of the picture? No. This would be a pressure axe build, not a spike.

***with the axe attacks available at the moment, i would like to see how a cleave pressure build would outmatch...let's say, a magehunter's smash hammer build pressure-wise.

*Whirling Axe: Functionality changed to "If Whirling Axe hits, you strike for +5...17 damage. Whirling Axe is unblockable and always results in a critical hit." 2 adrenaline.

wow...2 adrenaline cost for an unblockable/100% critical/+damage attack, what are you thinking...

---How is this not elite worthy compared to Keen Chop?

***because of the 2 adrenaline cost, it can be spam once every 2-3 seconds, the reason for the "disable when blocked" is to stop people from spamming it, and you removed that and making it 100% critical and more importantly UNBLOCKABLE, can you say its not overpowered?

*Decapitate: Functionality changed to "If Decapitate hits, you deal +5...17 damage. If it hits a non-moving foe, you deal an additional 10...34 damage and cause a Deep Wound for 5...17 seconds." 8 adrenaline, 1 sec cast.

kd->this=gurantee +50 damage, deep wound, and a 1 sec cast, try giving it to a shock war, its gonna be even more powerful then the pre-nerf evicerate, so...why did you think they nerfed evicerate in the first place?


you need the Knock Down to do this, so its conditional, unlike evisc. Blame the monks if it kills then: follow the KD....

***the kd is almost too easy to achieve...can you say you can save a spike 100% of the time if it starts off with a KD?

Last edited by Ic Zero; Sep 03, 2008 at 04:20 AM // 04:20..
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Old Sep 03, 2008, 04:30 AM // 04:30   #66
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Well, I respect your input on it. It's helping the skills become more balanced. I still feel the functions still be there, just tweak the numbers, or fix certain little things here and there, and I believe the skills will be better.
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Old Sep 03, 2008, 05:28 AM // 05:28   #67
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Quote:
Originally Posted by Ic Zero
*Healing Light: Functionality changed to "Heal yourself and target ally for 5...105 Health. Foes adjacent to that ally are blinded for 1...4 seconds." 5 energy, 3/4 sec cast, 4 sec recharge.

heal for 250 heath -----> heal for 105+4 secs of blind, therefore WoH---->this, want blind? why not just use b flash/surge?

---So bring bsurge+WoH. But tell me, does this hurt? You don't HAVE to run it, but someone else could find use for it.

***for a monk, would you seriously use this instead of WoH just for the 4 sec blind? to be honest, i would rather use healing light for the energy gain like it does now than the blindness


*Mark of Protection: Functionality changed to "For 5...25 seconds, whenever target ally is hit with an attack or spell, that ally cannot lose more than 10% of his current Health." 10 energy, 1/4 sec cast, 5 sec recharge.

why would i need a second prot spirit for my elite slot?

---Don't bring prot spirit then (even though that can seem blasphemy). Find a use for it. Or, ignore that functionality and consider the other options.

***why would i bring this instead of prot spirit if it does the same thing? to waste my elite slot?
I'd like to point out that this version of healing light also heals you. WoH doesn't, so I could see this being run in RA or something like that.

As for that version of Mark of Protection, the wording makes it much different than Prot Spirit. Prot spirit states that incoming damage is reduced to 10% of target ally's maximum Health. This skill states that from any one spell or attack, they can't lose more than 10% of their Health. While it would probably be better if it said skill instead of spell, this means that lifesteal from spells can't hit for more than 10% of the target's health. Prot spirit doesn't work against that.
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Old Sep 03, 2008, 05:31 AM // 05:31   #68
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Quote:
Originally Posted by Senrath
As for that version of Mark of Protection, the wording makes it much different than Prot Spirit. Prot spirit states that incoming damage is reduced to 10% of target ally's maximum Health. This skill states that from any one spell or attack, they can't lose more than 10% of their Health. While it would probably be better if it said skill instead of spell, this means that lifesteal from spells can't hit for more than 10% of the target's health. Prot spirit doesn't work against that.
Then perhaps for that very reason It'd work nicely, although bspike days are over. Don't really see them much around as they used to.

But I decided to augment that version, because people's arguements were to closely too the idea that they'd bring prot spirit over it, which is a legitimate defense.

Last edited by Onyx Ftw; Sep 03, 2008 at 05:38 AM // 05:38..
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Old Sep 03, 2008, 07:00 AM // 07:00   #69
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Quote:
[...]
*Ether Prism: Changed to an enchantment. Functionality changed to "For 20 seconds, your next 1...4 spells use your Energy Storage attribute instead of their normal attribute." 5 energy, 1 sec cast, 10 sec recharge.
[...]
/notsigned

It completely breaks the current Ether Prism, an elite that can be quite powerful when you have a lot of energy. Buffing is fine, but your suggestion completely changes the function of the skill.
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Old Sep 03, 2008, 07:23 AM // 07:23   #70
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Quote:
Originally Posted by Hyper.nl
/notsigned

It completely breaks the current Ether Prism, an elite that can be quite powerful when you have a lot of energy. Buffing is fine, but your suggestion completely changes the function of the skill.
If it's fine, why don't I see it used at all? If you run into energy problems, you're either a BAD Elementalist, or you're attunement is getting stripped and getting your Glyph of Lesser dshot everytime. But in most cases, it's because the Ele is bad.

The new way woul make better, more purposeful builds.
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Old Sep 03, 2008, 07:36 AM // 07:36   #71
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Well you did name two of the mesmer elites that I'd love to see changes to.
But I'd make them a bit differently.
Make Power Leech into an elite version of Power Drain. Just that you steal energy instead of just gaining it. Of course the PL stolen energy amount would need to be lower then the energy gained from PD.
Something like energy cost of 5 and energy steal of 15.
Edit:
The big problem with skill like this is that the e-steal can not be too big.
So maybe make it into something like "if interrupted, target foe loses X energy and you gain 1-3 points of energy for every point of energy lost by target foe".
That way the energy loss can be kept in check but the skill can still work as e-management and can still have decent skill properties such as cost and recharge.


Also Symbols of Inspiration.
Just make it into a mesmer version of Assassin's Promise.


Quote:
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hehe... upier and Assassin's Promise sitting in a tree...

Last edited by upier; Sep 03, 2008 at 09:00 AM // 09:00..
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Old Sep 03, 2008, 08:19 AM // 08:19   #72
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No need for a separate thread on this - I'm merging with the existing thread.

Quote:
Originally Posted by upier
Also Symbols of Inspiration.
Just make it into a mesmer version of Assassin's Promise.
hehe... upier and Assassin's Promise sitting in a tree...
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Last edited by Cebe; Sep 03, 2008 at 08:26 AM // 08:26..
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Old Sep 03, 2008, 08:45 AM // 08:45   #73
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Well, with all the easily stimulated negativity, anyone care to comment more on what they liked rather than disliked? Or how to improve the ones you didn't like?
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Old Sep 03, 2008, 09:46 AM // 09:46   #74
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I'll add my ideas for Just the Ranger skills:

Archers signet:
~move to marksmanship
1s cast
15s recharge
All your bow attack skills are recharged. for 8 seconds, your bow attacks cost 33...75...82% less energy.

-General idea is to make it something that can compete with prepared shot in some way. Energy wise, this would make it superior to Prepared shot for Bow skills but prepared would be better for other skills ( gives straight energy )

Practiced stance:
-Keep it how it is, but give it this: Your attack skills recharge 33% faster.
all Practiced stance really needs is something to help other builds without making its current "only viable build" ( choking gas ) stronger.

Quick shot- move to marksmanship and add:
-Unblockable by moving or knocked down foes. deals +3...6...10 more damage against foes that are enchanted or using a stance.


Punishing shot- give it some sort of shutdown for interrupting skills as its only role ( spiking ) has been pwned by glass arrows. Making it like a Ranger powerblock, disabling all skills of the same attribute for 1...3...6 seconds would be good. Alternatively change its functionality into pre-change Magebane shot ( 5e 1/2c 10s Recharge ....auto recharges if it interrupts a spell )

Ferocious strike - Increase adrenaline gain to 1...3.
Because this skill is currently terrible.

Poison arrow- 1 sec fire time.

Last edited by Master Ketsu; Sep 03, 2008 at 09:57 AM // 09:57..
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Old Sep 03, 2008, 02:30 PM // 14:30   #75
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Quote:
Originally Posted by Senrath
I'd like to point out that this version of healing light also heals you. WoH doesn't, so I could see this being run in RA or something like that.
FYI..WoH can target the caster, it was buffed in an update in late 2007

http://wiki.guildwars.com/wiki/Game_updates/20071108

Quote:
Originally Posted by Senrath
As for that version of Mark of Protection, the wording makes it much different than Prot Spirit. Prot spirit states that incoming damage is reduced to 10% of target ally's maximum Health. This skill states that from any one spell or attack, they can't lose more than 10% of their Health. While it would probably be better if it said skill instead of spell, this means that lifesteal from spells can't hit for more than 10% of the target's health. Prot spirit doesn't work against that.
so the only different between prot spirit and this is that it affects life stealing? how often is life stealing used these days? is it worthy to take this over prot spirit and use up your elite slot just because you want protection against life stealing?

Last edited by Ic Zero; Sep 03, 2008 at 02:40 PM // 14:40..
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Old Sep 03, 2008, 06:04 PM // 18:04   #76
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Quote:
Originally Posted by Ic Zero
FYI..WoH can target the caster, it was buffed in an update in late 2007

http://wiki.guildwars.com/wiki/Game_updates/20071108
Yes, I know that. But notice that his version of healing light heals you AND someone else at the same time. Or you twice (although if you're under 50% health WoH would outheal it.) WoH is single target.
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Old Sep 03, 2008, 06:51 PM // 18:51   #77
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for practiced stance instead of this

Elite Stance. For 20...32...35 seconds, your Preparations recharge 50% faster and last 30...126...150% longer

seeing its a stance and an elite how about

Elite Stance. For 15...27...30 seconds, your preparations last 25-100% longer, you attack 25% faster or gain 5-25 armor(one or the other, being a stance maybe the more armor would be better) and if your arrows critical you inflict bleeding or cracked armor(either would be ok) for 5-20 seconds
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Old Sep 03, 2008, 08:49 PM // 20:49   #78
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lol!
You should add a 90% block to that stance, some cripple, maybe a 50hp heal for every arrow fired.
I mean that way it would be used
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Old Sep 04, 2008, 03:07 AM // 03:07   #79
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Quote:
Originally Posted by Turbobusa
lol!
You should add a 90% block to that stance, some cripple, maybe a 50hp heal for every arrow fired.
I mean that way it would be used
I lol'd irl

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Old Sep 04, 2008, 07:11 AM // 07:11   #80
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Quote:
Originally Posted by Onyx Ftw
If it's fine, why don't I see it used at all? If you run into energy problems, you're either a BAD Elementalist, or you're attunement is getting stripped and getting your Glyph of Lesser dshot everytime. But in most cases, it's because the Ele is bad.

The new way woul make better, more purposeful builds.
Well, if you want a totally new skill, then suggest making a new skill, instead of removing Ether Prism in the process. Ether prism is quite a nice idea of an e-management skill. If it is not good enough yet I suggest a reduced energy cost to make it less tricky to use.
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