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Old Mar 12, 2007, 10:43 PM // 22:43   #61
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They could apply better balance by raising the level cap and giving more hp and mana.
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Old Mar 13, 2007, 02:02 AM // 02:02   #62
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I play an assassin as my primary char, and dont have to many problems with anything other than a few ele bosses. if you have NF take a prot monk and kick the ele in the teeth. The worst boss ele wise is the one on luxon side near the assassin naga boss. Seacrash i think his name is.

Heros make it easier but its doable with henches sooooo

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Old Mar 13, 2007, 02:08 AM // 02:08   #63
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/notsigned

Unless they change the definition of the word Boss, to the complete opposite.
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Old Mar 13, 2007, 02:13 AM // 02:13   #64
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Quote:
Originally Posted by Tarun
It's crap that they have constant health and mana regen, plus hexes and conditions are removed at about three times the normal rate.

I'd rather see them with a ton more health, like 2,000 health than regen and al the crap mentioned above.

agree. boss = uber hp monster, not instant killing machine.
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Old Mar 13, 2007, 02:14 AM // 02:14   #65
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Quote:
Originally Posted by Tarun
They could apply better balance by raising the level cap and giving more hp and mana.
ummmm no, and also the other day i had to cap sandstorm i liked the challenge it made me think that i was actually capping an "elite"
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Old Mar 13, 2007, 04:42 PM // 16:42   #66
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At first I thought the half casting time and double dmg boss thing was b.s. but I must admit, it makes an added challenge and spices things up. If we still only had Dunham and Aidan/Reyna as henchmen choices, I'd definitely sign this. With interrupt henchmen and heroes, however, this has become a moot point.

I think the real issue is that you can't spread out your henchmen. A group of real players would never bunch up, even around normal elemenatlists with AoE spells. And you can flag heroes. This is what ANet needs to change. Even a simple spread out button for henchmen would suffice so that the Spirit Rifts, Dragon Stomps, Maelstroms, etc affect, at most, 2 henchies instead of 6 or 7.
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Old Mar 13, 2007, 05:04 PM // 17:04   #67
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/notsigned

we have 2 amazing skills called Protective Spirit and Shelter.
use em
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Old Mar 13, 2007, 05:42 PM // 17:42   #68
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Quote:
Originally Posted by pjfresh
At first I thought the half casting time and double dmg boss thing was b.s. but I must admit, it makes an added challenge and spices things up. If we still only had Dunham and Aidan/Reyna as henchmen choices, I'd definitely sign this. With interrupt henchmen and heroes, however, this has become a moot point.
Hexes and conditions last half the normal time or less. Bosses like what Final Fantasy had were awesome. Extremely high amounts of HP but not insanely overpowered unless you were underleveled considerably.
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Old Mar 13, 2007, 05:48 PM // 17:48   #69
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Double damage, half cast time, half recharge is a cheap way to make bosses harder. ANet can give them better skillbars, or improve their AI. Does anyone else remember the comment about henchman AI, that they were originally so good that you wouldn't want to take other players along? THAT level of AI for bosses, please.

ANet has claimed that they can make henchmen perfect, using each skill at the best time and using skill synergy. They dumbed them down to stop them from overshadowing the players. If they CAN do this with bosses, then there's no need for special effects: bosses will be harder because they can outplay a human, not because they have abilities that are completely outside the game system.

Make them smarter, give them better skllbars, and drop the cheap gimmicks.
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