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Old Aug 03, 2007, 12:08 AM // 00:08   #81
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Actually they chain it with arcane mimicry on the other monk. So theres a 8second downtime to it.
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Old Aug 03, 2007, 02:50 AM // 02:50   #82
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They're starting to run it with Expunge which doesn't even need Spell Breaker.
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Old Aug 03, 2007, 06:52 AM // 06:52   #83
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Withdraw Hexes:
15 EN 3/4 CT 20 R
One hex is removed from all party members.
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Old Aug 03, 2007, 08:24 AM // 08:24   #84
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The biggest problem with rits is that their primary attribute is pretty much useless, and they can get away with putting all their points somewhere else. And their primary attribute skills are some of the absolute worst in the profession. There is almost no reason whatsoever to put points into Spawning Power. Thus rits can run >12 Restoration and >12 Channeling/Communing with no penalty to their build at all. Put down a ton of spirits and still be able to heal crazy amounts of damage.

Here's my proposal, and it won't fix the class, but it'll be a start:

Do what they did with minions- let rank in Spawning Power dictate how many rit spirits you can have active. 1 spirit at 0 SP, 2 at 6, 3 at 12, 4 at 14. It's at the point now that it doesn't matter how many people get pissed off, Anet needs to make a serious effort to save their game. This move will kill abuse by /Rt secondaries and force spirit spammers to make real decisions about the build they choose to run. Also, move some useful skills into Spawning Power to compensate. Most SP skills are pure garbage and further deter any points being spent in that attribute line.

That said, give Rits a spirit counter just like Necros have a minion counter. Fix certain spells with a spirit effect to state "if a Spirit you control is within earshot..." I find it funny that when facing an enemy Rit, I can use his spirits for bonus effects (no sac for Spirit Light, remove conditions with MBS) on my spells. That's a really broken mechanic and should have been addressed from the start, not 1 1/2 years later.

THAT said, since spirits will be more limited in number and become even bigger targets, increase the Spawning Power life buff from 4% per rank to 6%, maybe even 8%. I wouldn't mind seeing fewer spirits but making them a bit more durable. They die pretty damn easily right now, maybe too easily.

Weapon spells to me are balanced around the fact that they can't stack. I still am not convinced they need to be removable. The cast times and recharges of certain offenders need to be nerfed, but I do not believe they need to be removable. Again, Rits do not have to make any real decisions about their build. Certain skills are WAY too cheap, fast, and on-demand for the incredible effects they have.

And make Ritual Lord an enchantment PLEASE. Nobody wants to see this skill again. If it must be used, it must be removable.

Last edited by kvndoom; Aug 03, 2007 at 08:56 AM // 08:56..
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Old Aug 03, 2007, 12:31 PM // 12:31   #85
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The only reason Rit spike is so strong is because the high damage stacks so well.

The 2 main offending spells are Spirit Burn and Wielder's Strike. These both have secondary damage components. These secondary effects do not need to stack. There are enough tools to deal with that (burning, hex degen, adding 'useful' utility instead of damage etc.).
Spirit Rift I can't see a huge problem with, it's more the synergy with the other 2 skills. The skill takes 4 seconds to do anything, and it can't move after one second. If your area becomes a field of white twinkly balls, you move your friggin' butt. The skill is more area control than anything else. Until Rit spike starts using Gale, and Prot monks forget how to pre-prot, this should not be a huge issue.

Fair enough, it can catch you unawares, and since the damage has been buffed considerably, returning it to a 15 energy cost would be a sensible change.

Vital Weapon: Only really sees degenerate usage on Rit Spike (some Spirit Strength builds use it I guess, so I imagine it can't be hit too hard to piss everyone off. Yes everyone. Not just mid-high level pvp).
It's recharge could be changed to something like 8-10 seconds, and it's max duration could come down a touch (something like 15..39..45 to 5..29..35). Then just leave it at that and see how it goes.

If for some reason Rit Spike it still a problem after the 2 biggest offenders have been altered (from damage + damage, to damage + degen or more attractively, damage + utility) then I'd be very surprised.


Other rit stuff...

The 2 second cast spike skills are already 2 second cast, so I don't see a huge problem with those either. My only reservation is having so many pure damage skills in one line that do absolutely nothing but that.

Spirit Boon Strike:
Can heal spirits. How often has this ever been used like this? It's certainly one of the more interesting 'big' spikes, but I doubt is has ever been used for anything other than pure damage. Could do with some alteration.

Channeled Strike:
Quite literally the defacto standard 'big' spike. However the damage doesn't exactly explode when the condition is met. I feel utility (blind, weakness, crippled, etc) would be far more useful. Even if the recharge needed a hit to accommodate it.

Clamor of Souls:
Could be stronger. It's rather weak at the moment. I remember suggesting it hit a foe more than once a while back (a little crazy I admit) but if it just ignored armour it would look far better than it is now. Even then I doubt it would see heavy use.
Perhaps a residual effect that considers foes as well as allies. As in 'For each ally, blah blah' + 'For each foe, Blah blah'. Again this does not need to be damage. Healing foe example ( I think Pat already suggested this), or energy gain for a random ally would also be attractive as well. Conditions could also work.

Spirit Siphon:
Completely over-shadowed by Essence Strike. A functionality change or just a buff could see this become more than a dead skill.

Weapon of Fury:
Fair enough, I accept this as a melee buff elite (as annoying as it is for a caster). Still it would be interesting if the Ritualist gained the 1 energy per hit (or every 2 - 3 or something) as well as the physical. Some kind of symbiotic effect between the caster and the target physical would make this more attractive.




Communing:
Little reason to run this line anymore unless you plan to spirit-spam. Nobody wants spirit-spam. So the skills within that aren't strictly Spirit-spam could be improved...

Binding Chains. 15 | 2 | 30__(5..15..17) to 15 | 1 | 15__(0..9..12)
It will be removed instantly but at least it will let you retard melee/physicals long enough to get away or save someone from a spike/interrupt camp. The numbers might need some work but I think this skill could be better used.

Brutal Weapon.
Question: If the recharge was dropped significantly (15..39..45 to say 5..20..24 or something similar), could this have the enchantment limitation removed?

Defiant Was Xinrae. 15 | 0.25 | 25 to 5 | 0.25 | 20
It's only self cast and it's usage is very niche. It doesn't need to cost so much while being elite. Xinrae's Weapon is a far more interesting proposition. There have already been some great ideas (Patccmoi again surprise, surprise) for improving that skill, so I'll leave it at that.

Dulled Weapon.
Don't know what to do with this. It's just not that good. Very little use beyond allowing you to kite without auto-crit. I initially wanted to suggest a 30-50% adrenaline retardation but I can't see all the angles on that. Would it be too strong in hex heavy teams..?

Armor of Unfeeling. 10 | 1 | 20__(10..30..35) to 10 | 0.75 | 30__(5..15..18)
Allow it to be active while the ritualist controls a spirit.


Spirits themselves need adjusting or a re-work, but I really just don't care anymore. 5 second creation times on the most interesting skills (Disenchantment, Dissonance, ShadowSong) are mental considering that 2 of them cost 25 energy already, they can all die extremely fast, and take forever to recharge.
I'd really like Dissonance and Disenchantment to come down to 25, 3, 30. They still might not see play, but these are without a doubt the most unique and interesting of all the attack spirits. Their cost alone and an 'asking for interruption' 3 second creation time should be enough to control them.

The others are not really interesting enough to buff/alter. Even ShadowSong doesn't set my world a light for that matter. There are far easier ways to blind...



Spawning:
Still considered one of the worst lines. The 2% weapon spell thing was a great idea, but it still ranks near the bottom of the primaries. No big deal, but the skills within spawning need to be better. Give me more incentive for killing my spirits please...


Consume Soul:
The usage of this is so niche, it's annoying as hell. Allow it to remove 1 hex from all affected allies, or at least allow the healing to target all party members. It's still pretty niche but at least it can function as a super Heal Party. Even if the healing came down a touch, it would still be better than it is.

Ghostly Haste:
Interesting spell. Let the user target allies with it also. It can be stripped and doesn't last a great deal of time. Not amazing usage or an amazing buff for that matter, but it would be more interesting.

Renewing Memories.
would be good if the clause could be met with weapon spells as well as Item spells.

Rupture Soul. 10 | 0.75 | 5 to 5 | 0.25, |5
More incentive for killing my spirits please...

Spirit to Flesh: 10 | 0.75 | 15 to 10 | 0.25 | 8
Same as above...


I'd really like some of these changes to take place. Especially the communing ideas (any communing ideas actually). The line currently offers zero appeal beyond mind numbing spirit-spam.

Edit: Hideous spelling...

Last edited by frojack; Aug 03, 2007 at 04:03 PM // 16:03..
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Old Aug 03, 2007, 03:33 PM // 15:33   #86
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don't comment on LoD if you don't monk, seriously..
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Old Aug 03, 2007, 07:30 PM // 19:30   #87
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Some excellent suggestions this month, again. Hopefully some of these post can spark some creative juices from the devs this time around.

But something has been bothering me for a while now and I really hope someone can answer this. I haven't played HA in months so in additional to being rusty I was also a bit surprised to see such a rit infestation. My first impression was that it's good to see rits in action where they're not just camping around laying spirits and being a major annoyance. My second impression was that their spikes are pretty damn powerful and regular, much more than I thought they would be.

Anyway, what I can't figure out for the life of me is how can people complain about spirit rift? If you allow yourself to get hit by a freaking big ass blue train three miles away basting it's horn then you deserve to die, two times over. Granted our Ghostly sure picked up his fair share of it, but he's stupid, and expected of A.I. I'll admit to falling behind the first time against a team where someone was shadowstepping around but after shutting him down the rest of his team went down in just over a minute. I agree with most of the rit skills presented allready but spirit rift? Don't get killed by a pve skill.
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Old Aug 03, 2007, 09:30 PM // 21:30   #88
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Quote:
Originally Posted by Taki
Anyway, what I can't figure out for the life of me is how can people complain about spirit rift? If you allow yourself to get hit by a freaking big ass blue train three miles away basting it's horn then you deserve to die, two times over. Granted our Ghostly sure picked up his fair share of it, but he's stupid, and expected of A.I. I'll admit to falling behind the first time against a team where someone was shadowstepping around but after shutting him down the rest of his team went down in just over a minute. I agree with most of the rit skills presented allready but spirit rift? Don't get killed by a pve skill.
With holding coming back and the ghostly playing a bigger role, spirit rift is a pretty big problem. Plus when you get iron palmed to your ass, you can't really kite out of it.
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Old Aug 03, 2007, 11:53 PM // 23:53   #89
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Chop Ritspike and SPSins into little pieces. Hit Steady Stance some more.

Nerf hexes for real.

Tone down Ward Melee, Shield of Deflection, and Shield of Regeneration. Hit Wearying Strike and Conjures in response.

Use buffs to give us some new toys.
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Old Aug 04, 2007, 01:40 AM // 01:40   #90
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I'll do izzy's nasty job and go through skills, pointing out changes I want to see. In return I want a cool "Thanks to Arkese from GWGuru forums for wasting his time doing what ANets employees should've done 6 months ago".

--NOTE : ALL DAMAGE/DURATIONS I REFER TO HERE ARE AT ATTRIBUTE = 14--

WARRIOR :
Axe Rake - Decrase adrenal cost to 6, the requirment and damage added is nothing anyway.
Axe Twist - Decrase adrenal cost to 6, the requirment and damage added is nothing anyway.
Lacerating Chop - Can be removed from game, cannot save the skill.
Whirling Axe - Decrase disable duration to 10 seconds.
Auspicious Blow - Decrase adrenal cost to 7, will not see play anyway.
Belly Smash - Decrase rehcarge time to 20 seconds recharge, warriors babysitting the enemy anyone? (With the new Disarm in Strength, just have your deva hammer sit on the enemy warrior. Weakness + blind + adren loss + loads of damage = ftw)
Fierce Blow - Incrase damage to +23 damage, with weakness +46. Only way to get deva hammer wars to use it over Mighty Blow.
Mokele Smash - add +10 damage, decrase recharge to 15 seconds.
Overbearing Smash - Incrase damage to +26 damage.
"I Will Avenge You!" - Allies within earshot, not radar range. Kill pets, drag the battle somewhere else. Hurray.
"I Will Survive!" - Incrase energy cost to 10, decrase recharge to 20 seconds.
Berserker Stance - Incrase 10 energy cost, decrase recharge to 20 seconds.
Counterattack - Incrase energy gain to +8, incrase recharge incrased to 10.
Defy Pain - Additional armor scales - 10...30
Dwarven Battle Stance - Ends when you use an attack skill. This way you could do a little more than just chase a target, you can shout at it stuff, snare it or whatever.
Flourish - Remove activating time, decrase energy gain to 0...+4.
Lion's Comfort - Signets disabled scales 12...5.
Magehunter's Strike - Add a bit more damage if target it under enchantment, +1...10.
Primal Rage - Disables all attack skills for 10 seconds, not a complete blackout.
Rush - Incrase adrenal cost to 5. ("WHAT? WHY! IT'S GOOD AS IS!" Insta frenzy cancel, ability to chase monks for very very long and always have enough adrenal to renew... just a little nerf.)
Signet of Strength - Decrase recharge to 30 seconds. This way you can have all of your attacks do +5, which is not helping at all.
Tiger Stance - Ends when any of your attacks is blocked. This way blind wouldn't render the skill completely useless.
Warrior's Cunning - Decrase energy cost to 5, decrase recharge to 45 seconds.
Dragon Slash - Decrase adrenaline cost to 8, decrase adrenal gain to 4.
Hamstring - Decrase energy cost to 5, decrase cripple duration to 9.
Hundred Blades - add +5 damage, which means +10 because you hit twice (hopefully).
Savage Slash - Decrase energy cost to 5, incrase recharge time to 20 seconds.
Sever Artery - Remove the "losing health over time" crap from the description. This is Bleeding's description, not Sever's.
Steelfang Slash - Make it energy cost : 5 energy, 15 recharge. You get +3 adrenal. ("Coward!" sword warriors, my wet dream)
"Fear Me!" - Affects adjacent foes, incrase adrenal cost to 5.
"None Shall Pass!" - Decrase recharge to 30 seconds.
"Watch Yourself!" - Incrase adrenal cost to 5.
Desperation Blow - Knocks you down if hits.
Drunken Blow - Knocks you down if hits.
Soldier's Defense - Decrase duration to 5.
Soldier's Stance - Incrase duration to 2...12, incrase recharge to 15, you move 25% faster too. Otherwise, why take elite IAS?
Steady Stance - Incrase recharge to 8 seconds. I presonally hate the skill, but with Desperation and Drunken not sure knockdown, it looks fine to me and still playable.
Frenzied Defense - Move to Tactics line, duration : 4...8.
Skull Crack - Decrase adrenal cost to 7, go go Zaishen.


RITALIST :
Ancestor's Rage - Decrase damage to 106, incrase casting time to 1 second, incrase recharge to 10 seconds.
Bloodsong - Decrase duration to 116 seconds.
Caretaker's Charge - Add 20% armor penetration if holding an item. Decrase damage to 63.
Channeled Strike - Decrase unconditional damage to 60, incrase conditional damage to 50, incrase recharge to 8 seconds.
Clamor of Souls - Decrase damage to 93.
Cruel was Daoshen - Incrase recharge to 15, decrase damage to 106.
Destruction - decrase duration to 20 seconds, incrase damage to 6.
Destructive was Glaive - Make it that so when it ends and wasn't you that dropped it, it still deals the damage.
Gaze From Beyond - Decrase health loss to 23.
Gaze of Fury - Decrase recharge to 20 seconds.
Lamentation - Decrase damage to 63.
Offering of Spirit - Spirit has to be in the area.
Spirit Boon Strike - Decrase damage to 84.
Spirit Burn - Decrase unconditional damage to 40, decrase conditional damage to +30.
Spirit Rift - Only works if there is a spirit within earshot. The closest spirit to you dies. Decrase damage to 106.
Splinter Weapon - Decrase duration to 30, decrase damage to 40.
Wailing Weapon - Decrase recharge to 20, incrase duration to 15, incrase energy cost to 10.
Warmonger's Weapon - Incrase casting time to 2 seconds, incrase recharge to 30 seconds.
Weapon of Fury - Incrase energy cost to 10, incrase duration to 25, incrase recharge to 12.
Wielder's Strike - Decrase unconditional damage to 40, decrase conditional damage to 40.
Anguish - Decrase energy cost to 15, decrase recharge time to 30 seconds, decrase duration to 25.
Armor of Unfeeling - Scale damage reduction : 5...15.
Brutal Weapon - Incrase casting time to 2 seconds, decrase duration to 34 seconds.
Defiant was Xinrae - Decrase recharge to 20 seconds.
Might was Vorizun - Decrase additional energy to 20.
Pain - Decrase duration to 116 seconds.
Shadowsong - Duration scales : 15...30 seconds. Blindness duration decrased to 4 seconds.
Signet of Ghostly Might - Spirit dies after 15 seconds.
Union - Spirit takes 30 damage everytime.
Vital Weapon - Incrase recharge to 8, decrase duration to 34, decrase additional health to 126.
Weapon of Quickening - Decrase casting time to 1 second.
Xinrae's Weapon - Decrase recharge to 25 seconds.
Blind was Mingson - Decrase duration for 34 seconds.
Flesh of my Flesh - Add recharge of 6 seconds.
Generous was Tsungrai - Decrase healing to 206, decrase duration to 43seconds.
Ghostmirrior Light - Spirit must be in the area, incrase recharge to 5 seconds.
Mend Body and Soul - Decrase healing to 87. Ally loses one condition if there is a spirit in range.
Preservation - Decrase duration to 60 seconds.
Protective was Kaolai - Decrase duration to 34 seconds.
Recovery - Decrase duration to 43.
Spirit Light - Decrase healing to 146.
Spirit Transfer - Decrase amount of healing to 3 health per point. Incrase amount of health loss to 60.
Vocal was Sogolon - Remove from game. Waste of memory.
Weapon of Shadow - Decrase duration to 8 seconds.
Wielder's Boon - Decrase uncoditional healing to 50. Decrase conditional healing to 61.


----------
Since I've just wasted 2 hours on these 2 professions and it's 5AM, I'll let someone else do the rest, or will continue myself tomorrow.
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Old Aug 04, 2007, 02:04 AM // 02:04   #91
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Quote:
Originally Posted by holymasamune
Plus when you get shadow prisoned and iron palmed to your ass, you can't really kite out of it.
Fixed.

12 characters.
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Old Aug 04, 2007, 02:22 AM // 02:22   #92
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Quote:
Originally Posted by Arkese
nonsense
Try suggesting ritualist changes that are not obviously aimed at completely annihilating the class from competitive play.

Otherwise, shut up. Nerfing every single skill in a class is not constructive in any way. The correct answer is to find ways to use the class that aren't broken, not to destroy it.

Also, you want to NERF Clamor? An elite that even Izzy has declared is utter crap? Please.
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Old Aug 04, 2007, 02:22 AM // 02:22   #93
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Kill or at least really hurt SoR. Tone down the armor or give it a 3/4-1sec cast time IMO.
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Old Aug 04, 2007, 02:24 AM // 02:24   #94
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Quote:
Originally Posted by urania
seriously, are you FOR REAL?
they created 4vs4 arenas, they SHOULD take them into consideration instead of waiting for the gimicks to spread over to gvg and HA.
It is same as if you'd treat an illness or a disease only after it spreads on a sufficient number of people for it to be widely noticed or after it is already (too) late for it to be to treated successfully.
Very real. No balance has ever been done specifically for RA and TA. For a nerf to hit revolves around 3 things: HA, GvG, and farming.

Don't expect any changes because Ra and TA is bitching. Otherwise they would have added a count down timer to RA to prevent grievers and runners that waste 10-15 minutes of time for nothing. TA and RA is designed to be a beginners area. Its there for taking baby steps to HA and GvG.

Quote:
Originally Posted by urania
as for your comment on SS anf fear me...apparently you, my friend, dont really know what you are talking about or are playing that yourself and dont want to see it nerfed. Thats the only 2 reasons i can come up with as to why you're defending sth as broken as the synergy of those 2 skills is.
Or, you're just plain silly. Read up for details on why those skills are in a desperate need of a thorough nerf.
I can use it but I had a build exploiting Fear me a long long time ago. The point is even if you nerf the crap out of Steady Stance there is an easy work around to keep the fear me edenial going. Just because you hit SS means nothing the build will live on. I could care less if it gets nerfs. I've been making builds around the nerfs for over 2 years. I'll just move on to the next one.

If you are going to hit SS reduce the energy return. Right now with the positive energy return is what keeps it on going. Without that SS would run out of gas and have to take a breather to regain energy to get the machine going again.

That's also the easiest way to shut down a Steady Stance. Just edeny him and they are useless. Malaises and eburn/surge work wonders. The build has very easy counters just no one is using them. Either leave it alone or reduce the energy gain to 4 at 12 tactics.

Last edited by twicky_kid; Aug 04, 2007 at 02:27 AM // 02:27..
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Old Aug 04, 2007, 02:58 AM // 02:58   #95
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Quote:
Originally Posted by Riotgear
Quote:
Originally Posted by holymasamune
Plus when you get shadow prisoned and iron palmed to your ass, you can't really kite out of it.
Fixed.

12 characters.
Pretty sure that's what we came up against a few times and only came close to losing the first time by not harrassing the x/A enough. My issue is with the other skills, mainly wielder's strike combined with vital. But I still say that if you die to a three-second telegraphed spike then it was a deserved kill - either your backline is really out of it or the other team is on top of their 3-2-1 game.
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Old Aug 04, 2007, 04:35 AM // 04:35   #96
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Quote:
Originally Posted by fripple
Try suggesting ritualist changes that are not obviously aimed at completely annihilating the class from competitive play.

Otherwise, shut up. Nerfing every single skill in a class is not constructive in any way. The correct answer is to find ways to use the class that aren't broken, not to destroy it.

Also, you want to NERF Clamor? An elite that even Izzy has declared is utter crap? Please.
Look at what I stated - minor changes, not dooming ritualists. at 16 channeling (which is what all rit spikes are running) they still do 100+ damage a hit. 8 times 100 means dead.
I was not only nerfing skills, look at the buffs too. I'm changing. Ritualist skills that beat every single ele skill in terms of damage HAS to go away. That's not what rits are meant for.

And yes, Clamor when used right can be stronger than you think. 8 clamors on altar = 8 kills. That's more than a pathetic rift spike can do. A warrior running into your group? ball up, no one will get close.
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Old Aug 04, 2007, 05:07 AM // 05:07   #97
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Quote:
Originally Posted by ArkeseAnd
yes, Clamor when used right can be stronger than you think. 8 clamors on altar = 8 kills. That's more than a pathetic rift spike can do. A warrior running into your group? ball up, no one will get close.
TBH, I'm pretty sure that an E/Mo or E/Rt prodigy-powered healer with flame burst is stronger than any clamor ritualist you can make, and that's pretty sad.
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Old Aug 04, 2007, 05:13 AM // 05:13   #98
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Quote:
Originally Posted by Arkese
Look at what I stated - minor changes, not dooming ritualists. at 16 channeling (which is what all rit spikes are running) they still do 100+ damage a hit. 8 times 100 means dead.
I was not only nerfing skills, look at the buffs too. I'm changing. Ritualist skills that beat every single ele skill in terms of damage HAS to go away. That's not what rits are meant for.

And yes, Clamor when used right can be stronger than you think. 8 clamors on altar = 8 kills. That's more than a pathetic rift spike can do. A warrior running into your group? ball up, no one will get close.
Then what ARE you suggesting? Because you don't seem to want them to do any damage, and you don't seem to want them to be decent healers, and Anet itself has already forbidden them from running spirit builds in balanced groups because it's 'degenerate.' So come up with another option, or shut it. Your suggestions are not suggestions, they're just bitching.
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Old Aug 04, 2007, 06:45 AM // 06:45   #99
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The problem with spawning power is that the vast majority of Rit spells don't even have anything to do with spirits. Spawning Power has long been known to be a joke. It does nothing for weapon, resto, and channeling spells, it has little synergy even with spirits themselves, and its attribute skills are some of the worst in the game.

If being Rt/ actually meant you had some sort of e-management mechanic and skills were balanced accordingly, you wouldn't be able to run effective Channel/Resto builds and it would kill Ritspike by itself. On paper, something like Weapon of Remedy seems like a shoe in for any kind of pressure based build..but you rarely see it played because it's effective use requires good energy flow to compensate for it's spam fest.

Ultimately, thats what kills the Rit in my opinion - anything that's good on a Rit bar is going to be cheap and quick because thats all your nonexistent e management can handle. Make Spawning Power useful, retune energy costs, and make full Channel/Resto rits pay the price for their utility.
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Old Aug 04, 2007, 10:31 AM // 10:31   #100
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Quote:
Originally Posted by twicky_kid
No balance has ever been done specifically for RA and TA. For a nerf to hit revolves around 3 things: HA, GvG, and farming.
orly? thanks for stating the obvious, and congrats, u've discovered another bad move by anet.

Quote:
Originally Posted by twicky_kid
TA is designed to be a beginners area.
you know, i feel sorry for you. simply cause apparently you really dont know what you are talking about =(

Many good players came directly from TA (leader of vD, ex tag, reno members etc.) and many still play there daily.

Quote:
Originally Posted by twicky_kid
I can use it but I had a build exploiting Fear me a long long time ago. The point is even if you nerf the crap out of Steady Stance there is an easy work around to keep the fear me edenial going. Just because you hit SS means nothing the build will live on. I could care less if it gets nerfs. I've been making builds around the nerfs for over 2 years. I'll just move on to the next one.
ah, I guess you're just another one of those abusing broken builds to cover up for the lack of their skills :\

no wonder at your reply then. Have fun abusing and i'll do my best in the meantime by voicing my opinion on how much needed it is to fix this sh*t already.

Last edited by urania; Aug 04, 2007 at 10:35 AM // 10:35..
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