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Old Mar 14, 2008, 07:42 PM // 19:42   #41
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Tactics should be completely overhauled. or given a new name like "Defense"

Most of the skills in tactics arent about tactics at all just buffing your defense or blocking. I think thats the underlying problem with the whole attribute
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Old Mar 15, 2008, 05:19 AM // 05:19   #42
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Tactics was never all that great to begin with. One of the biggest problems in the GW structure has been the failure to follow through from day one. Classes are set with secondaries, and then any secondary skill that might be useful outside of the primary profession is nerfed into pathetic. There has always been a complete failure to truly support interactive skills. If there was support then elementalists would have skills that apply to minion damage and defense, for example. There would be necro skills that apply specifically to pets. There would be warrior skills that really aid mesmers, paragons, etc. - O yeah, that would have been something like tactics. But then why follow through with the logical conclusion of the system...
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Old Mar 15, 2008, 05:44 AM // 05:44   #43
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Quote:
Originally Posted by Coolquest
Fear me!
-Used to steal energy with no recharge.

-Now its a 6 second recharge, cuz we all know THREE ENERGY is really gonna break the energy storage bank on any caster! Especially if you give it enough cool down so those poor casters can recharge what they've lost by the time you can use it again!
Zergway there are 4 warriors spamming that constantly, which means that the poor casters actually have no energy because of that. as far as pve, that was one skill that was NEVER used so I don't see why you are QQ about this skill at all... unless you played zergway in HA.
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Old Mar 15, 2008, 08:24 AM // 08:24   #44
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I support the OP. The point is that in pvp 6 second might be long for trained player but in pve, where I will through the skill just before rushing the enemy which might mean that 6s might be way too short. For instance, I don't understand why I can't keep a shield stance, after all in real life soldier do keep their shield stance quite long.

This point came from the nerfing point of view :
One can nerf from the average player point or from the elite point of view.
But where an elite player can see the interest of a 3s block skill because he react fact and know what to block and like calculating when to block; the average player will not and will percieve the 3s block as useless (because if need more than 3s to decide which skill to use (note human minimum decision time is 2s) so he cannot use those skill.

Beside I want skill that allow my group to do real world tactics like the turtle.

So my final postion is balanced skill according to pve or world logic and forget about pvp (I play both).
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Old Mar 15, 2008, 08:43 AM // 08:43   #45
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Quote:
Originally Posted by Coolquest

Fear me!
-Used to steal energy with no recharge.

-Now its a 6 second recharge, cuz we all know THREE ENERGY is really gonna break the energy storage bank on any caster! Especially if you give it enough cool down so those poor casters can recharge what they've lost by the time you can use it again!
Well I have to admit that Fear Me! was actually overpowered there for a while. Assassins and Scythe Warriors spamming it in rapid succession meant that you were losing 3-9 energy every 3-ish seconds depending on how many were running the skill in their build and if they had [skill]"For Great Justice!"[/skill]. The skill alone is part of why I stopped doing TA, 1 or more people running a build like that could usually drain someone of their energy in mere seconds unless you can shutdown all of the melee before they get to you.

But other than that I agree with the OP about tactics, it's in need of a revamp.

EDIT: Sol beat me to it

Last edited by RedNova88; Mar 15, 2008 at 08:45 AM // 08:45..
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Old Mar 15, 2008, 08:44 AM // 08:44   #46
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I cant believe this thread exists lol. (pole anyone?)

supporters=3
haters=15,315

srry

the above post is really true by the way, fear me was extremely overpowered. (an assassin running fear me spams could ruin energy worse than a total e-denial mes, from ONE skill) not that edenial mesmers are actually worth their weight
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Old Mar 15, 2008, 10:55 AM // 10:55   #47
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I know a fix for skill balance that would correct all the nerfs in PvP and be able to return all skills back to their un-Nerf state. It is so simple: Eliminate secondary proffessions for PvP, pure class charactes only, then add an additional general PvP only skills types to fill in the gaps and allow for variation.
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Old Mar 15, 2008, 11:07 AM // 11:07   #48
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My idea from the other fix tactics thread:

Quote:
Originally Posted by Marty Silverblade
I was going to start a thread about this, but theres one already so I'll just throw it here.

Lets revamp Tactics altogether. I propose we create a new skill type. It'd be a bit like a mix between a stance and a weapon spell. In general, most (if not all) would require you attacking in melee (perhaps some ranged ones if Anet wanted R/W and P/W tactics builds), and would trigger when something happens. Here's an example (the skill doesn't actually exist atm, but it's just a concept skill):


Quote:
Victorious Flourish: For 8 seconds, the next time you kill an foe in melee, all adjacent foes suffering from a condition take x damage.
From this, we have a conditional (killing a foe), an 8 second duration (probably constant throughout the skill type), a useful effect (AoE damage), etc.

For balance reasons, you'd have to make it so that you can only have one up at a time, so that you can't stack that same requirement ones on top of each other (like taking 4 skills that activate when you kill a foe, for example).

That's it for now, I'll flesh it out into a full concept (make a new thread perhaps?) if you think it's worthwhile.
Thread link: http://www.guildwarsguru.com/forum/s...php?t=10264415

Imo this concept would be easy to keep balanced because whats important in PvE and whats important in PvP are different. In PvE, monsters ball up and die relatively quickly, so you'd have a bunch of 'on kill' requirements that deal x effect to monsters in y radius, while in PvP you'd have more snaring and 'on knockdown' effects and stuff. Hence, the PvE-like ones could be balanced without having to take PvP into account.
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