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Old Feb 06, 2008, 08:47 PM // 20:47   #41
Div
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Quote:
Originally Posted by Lucius2
edit: ehm, wandering eye and clumsiness should be now the same skill or am i wrong !?!?!?
Clumsiness is AoE hex, but when it triggers it only hurts target.

Wandering eye is single target hex, but when it triggers it hurts AoE.

This makes clumsiness a much stronger AoE cover hex.
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Old Feb 06, 2008, 08:48 PM // 20:48   #42
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Yay, they finally fixed the crappy 2sec cast on Hexors Vigor!, and I see they bumped Ether Feast, and Healing Sig etc., this is probably to help RA and gank builds. The extra condition at lower points on Plague Touch is nice too. Not sure if they nerfed Mystic Regen the correct way. Most tanks run 3 enchants anyway, I still think making it 12 attribute points in Earth Prayers to get 3 pips per enchant would have been a better method.

I like what they have done to Heavens Delight. Now the NPC Monks in AB will really be invincimonks!

Last edited by erk; Feb 06, 2008 at 08:57 PM // 20:57..
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Old Feb 06, 2008, 08:51 PM // 20:51   #43
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Quote:
Originally Posted by Zabe
Well. With massive partyheals and stuffs, no1 won't die before VoD. Then at 18 mins your opponent has killed 1 archer from you or kills one. They get ViU and boom your getting steamrolled from 40% DAMAGE BOOST! Liek MOAR DOMMAGE.
You speak like a noob. ''Massive partyheals'' isn't that great, it's still not as great as lod used to be. Massive partyheals is only if you go for lod + heal party + divine healing + sor, or any combination of either 2 of that. That's still a combination, which isn't like the old lod ''spam this and live'' thing.

Oh and btw, VoD is 25%, not 40%. Generally you should already have made a big difference before VoD, and if you don't screwup at vod you win. If you have equal teams, it's all about who owns most at aoe.

Oh and another btw, pleak will be reverted. Pleak is generally what makes pressure builds working(if you use it for example, at aegis).

Last edited by Unexist; Feb 06, 2008 at 08:53 PM // 20:53..
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Old Feb 06, 2008, 08:55 PM // 20:55   #44
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Mostly looks good to me! Monks have decent party healing options without sacrificing an elite. LOD is pretty weak on a primary monk though. Nice for an E/Mo flagger though.

WTB Shock Grenth. WTS Shock Axe. Melandru finally has competition again. BSurge and %chance-to-miss hexes will be a must now.

Heal Sig is still interrupt fodder, but the benefit might be worth the risk now. Lion's is still utter shit outside of PVE. Losing adrenaline is bad enough, but disabling Rez for 12 seconds? No thank you.

Glyph of Energy = moar Gale please.

The rest, we'll see how it plays out. See ya in Observer!
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Old Feb 06, 2008, 08:55 PM // 20:55   #45
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I really thought the 1...5 was a typo. At that return, every other mes interrupt skill pretty much outdoes PLeak. I mean is anyone scared of losing 4 energy? A change from 19 to 4 (or 5 if that's what 14 gives) seems like an Ether Renewal to the skill.

I don't see the Assassin skill change on GW.com which is good because I don't feel that Shadow Refuge is much of a problem. Not touching anything with Sinsplit seems pretty dumb though. People were right to say that Ineptitude/Clumsiness spam was huge shutdown at the stand, but that doesn't mean that the sins were balanced, especially using their new hex combo. People used a linebacker and 2 hexers or blindbots ages ago. Yes that's beatable but I never found it very fun to play against.

Buff to Troll is kinda lol... 10s->13s will not make people suddenly put it on bars (it was always on bars...) or make people bring a new ranger. I guess you can chain your regen to be active constantly, but a 3s downtime was never anything important. If you want to add more healing to this skill, make it more like Shadow Refuge with a conditional extra healing clause. If you don't want to repeat what SR has then you could do something about gaining health each attack, +x life each second if you're suffering a condition, +x life for each skill used, etc.
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Old Feb 06, 2008, 08:55 PM // 20:55   #46
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Quote:
All
• Decreased the variance in trebuchet impacts in GvG by reducing the target deviation and increasing the area-of-effect.
• Health sacrifice now displays as a skill cost.
Sweet.

Victory or Death
Quote:
• Victory or Death: increased the damage to 25%.
K.

Quote:
• NPCs receive an additional 5% damage bonus each minute after Victory or Death.
Bleh.


Quote:
• Added "Victory is Ours," a new GvG feature that activates at the same time as Victory or Death, giving players on the team with the most NPCs a 15% damage increase.
WHY.

Quote:
• Archers now stand farther apart at Victory or Death.
• Trebuchets no longer work after Victory or Death.
• The Bodyguard and Guild Thief now receive a smaller damage bonus than other NPCs at Victory or Death.
Finally.

Assassin
Quote:
• Shadow Refuge: decreased duration to 4 seconds; increased Health gain to 40..100.
Random.

Mesmer
Quote:
• Power Leak: decreased target foe's Energy loss to 1..5.
Dead.

Quote:
• Clumsiness: increased casting time to 2 seconds; increased recharge time to 10 seconds; now affects adjacent foes.
Sweet.

Quote:
• Ether Feast: increased healing to 20..50 Health per Energy lost by target.
• Hex Breaker: changed skill type from stance to skill.
Random but nice.

Quote:
• Ineptitude: decreased duration to 4 seconds.
<3333

Quote:
• Wandering Eye: decreased duration to 4 seconds; increased casting time to 2 seconds, increased recharge time to 10 seconds; increased damage to 10..92.
• Drain Enchantment: decreased Energy cost to 5 Energy; decreased Energy gain to 8..13 Energy.
Random but also nice.

Quote:
Necromancer
• Hexer's Vigor: decreased casting time to .25 seconds.
• Chilblains: increased number of enchantments removed to 1..2.
• Plague Touch: increased number of conditions transferred to 1..3.
• Blood is Power: decreased Energy cost to 1.
• Wallow's Bite: decreased Energy cost to 1.
• Touch of Agony: decreased Energy cost to 1.
• Dark Pact: decreased Energy cost to 1.
• Demonic Flesh: decreased Energy cost to 1.
• Blood Renewal: decreased Energy cost to 1.
• Blood Ritual: decreased Energy cost to 5.
• Offering of Blood: decreased Energy cost to 1.
Very interesting, but not enough.

Quote:
Monk
• Light of Deliverance: decreased casting time to 1 second; increased recharge time to 10 seconds.
• Heal Party: decreased casting time to 1 second; decreased healing to 30..75 Health.
• Divine Healing/Heaven's Delight: decreased Energy cost to 5; decreased casting time to 1 second; decreased recharge to 15 seconds; decreased healing to 15..60 Health.
<333333

Quote:
Elementalist
• Glyph of Restoration: now affects the next two spells.
• Deep Freeze: decreased casting time to 2 seconds.
• Whirlwind/Teinai's Wind: decreased Energy cost to 5.
• Glyph of Energy: decreased recharge to 7 seconds.
Doesn't help at all.

Quote:
Warrior
• Healing Signet: increased Health gain to 62..152.
• Lion's Comfort: increased healing to 40..100 Health; increased Health gain per Tactics rank to 7.
<3333

Quote:
Ranger
• Troll Unguent: increased duration to 13 seconds.
Not needed.

Dervish
Quote:
• Avatar of Grenth: duration increased to 10..90 seconds; functionality changed to: "For 10..90 seconds, you cannot be blocked by enchanted foes, and your attacks deal cold damage. This skill is disabled for 120 seconds."
Won't shift people away from Melandru.

Quote:
• Mystic Regeneration: Health regeneration is now capped at 3 enchantments.
• Pious Assault: increased activation time to .75
Much needed.
.
Paragon
Quote:
• Mending Refrain: decreased Energy cost to 5; decreased Health regeneration to 2..3.
• Song of Restoration: increased healing to 45..90 Health.
No.

Just...no.

Quote:
Ritualist
• Protective Was Kaolai: decreased recharge to 15 seconds.
...meh.
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Old Feb 06, 2008, 08:58 PM // 20:58   #47
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Btw, if you guys didn't notice. Hexbreaker update is sineptitude nerf. You take it at warriors, and you can finally have defense against clumsiness spam, ineptitude ect.
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Old Feb 06, 2008, 09:00 PM // 21:00   #48
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Quote:
Originally Posted by Unexist
Btw, if you guys didn't notice. Hexbreaker update is sineptitude nerf. You take it at warriors, and you can finally have defense against clumsiness spam, ineptitude ect.
Why is your Warrior a W/Me.

?????
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Old Feb 06, 2008, 09:01 PM // 21:01   #49
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Power spike ofc
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Old Feb 06, 2008, 09:04 PM // 21:04   #50
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Power Leak needed a change but please find more middleground with skills in future instead of obliterating them.

I don't get the change to GoE. I really don't like the thought of folk spamming non-elite quick recharge exhaustion inducing skills on recharge - particularly Gale.

Please stop increasing the health gain on ether feast. Its the worst self heal for any of the classes in the game. This isn't due to the amount of HP healed but the fact that you need an enemy in range to self heal. If you really want to give the mesmer a decent self heal (thinking off the top of my head) perhaps change some trash like Ether Lord to provide health regen in exchange for energy degen.

I'm really starting to think that the balancers don't really appreciate what is fundamentally wrong with problematic skills. Take mystic regen for instance, is capping it to 3 enchantments really going to make a difference? I believe that the fact that it lasts almost an eternity, recharges in 5 seconds and is 1/4 cast makes it somewhat a little too good.

On a final note, the changes to partywide healing/support and VoD changes will be interesting to see in practice (or perhaps make some very boring 18 mins followed by 2 mins of explosive action obs matches).
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Old Feb 06, 2008, 09:07 PM // 21:07   #51
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Quote:
Originally Posted by holymasamune
What do you guys think?

Skill Updates

We will evaluate the following changes this week. Additional adjustments may be made during that time.

All
• Decreased the variance in trebuchet impacts in GvG by reducing the target deviation and increasing the area-of-effect.
• Health sacrifice now displays as a skill cost.

Victory or Death
• Victory or Death: increased the damage to 25%.
• NPCs receive an additional 5% damage bonus each minute after Victory or Death.
• Added "Victory is Ours," a new GvG feature that activates at the same time as Victory or Death, giving players on the team with the most NPCs a 15% damage increase.
• Archers now stand farther apart at Victory or Death.
• Trebuchets no longer work after Victory or Death.
• The Bodyguard and Guild Thief now receive a smaller damage bonus than other NPCs at Victory or Death.
Trebuchets no longer working at VoD is lame...

Quote:
Assassin
• Shadow Refuge: decreased duration to 4 seconds; increased Health gain to 40..100.
Pfff.. I liked it better at 6 seconds. who uses self healing on a sin these days, anyway?

Quote:
Mesmer
• Power Leak: decreased target foe's Energy loss to 1..5.
• Clumsiness: increased casting time to 2 seconds; increased recharge time to 10 seconds; now affects adjacent foes.
• Ether Feast: increased healing to 20..50 Health per Energy lost by target.
• Hex Breaker: changed skill type from stance to skill.
• Ineptitude: decreased duration to 4 seconds.
• Wandering Eye: decreased duration to 4 seconds; increased casting time to 2 seconds, increased recharge time to 10 seconds; increased damage to 10..92.
• Drain Enchantment: decreased Energy cost to 5 Energy; decreased Energy gain to 8..13 Energy.
Goddamn, they got all over power leak like it was made of Paragon and Ritualist. I can't remember a skill taking a hit like this in a very long time. It begs the question though: Why not just set it back to its original energy burn... you know... before they buffed it?

I like the hex breaker, ineptitude, and clumsiness changes. Ether feast is lol, and DE is marginally better.


Quote:
Necromancer
• Hexer's Vigor: decreased casting time to .25 seconds.
• Chilblains: increased number of enchantments removed to 1..2.
• Plague Touch: increased number of conditions transferred to 1..3.
• Blood is Power: decreased Energy cost to 1.
• Wallow's Bite: decreased Energy cost to 1.
• Touch of Agony: decreased Energy cost to 1.
• Dark Pact: decreased Energy cost to 1.
• Demonic Flesh: decreased Energy cost to 1.
• Blood Renewal: decreased Energy cost to 1.
• Blood Ritual: decreased Energy cost to 5.
• Offering of Blood: decreased Energy cost to 1.
Holy balls, are you kidding me? 1 Energy skills? OoB at one energy?!

WHAAAAAT?

This has got to be some sort of joke, jesus christ.

Quote:
Monk
• Light of Deliverance: decreased casting time to 1 second; increased recharge time to 10 seconds.
• Heal Party: decreased casting time to 1 second; decreased healing to 30..75 Health.
• Divine Healing/Heaven's Delight: decreased Energy cost to 5; decreased casting time to 1 second; decreased recharge to 15 seconds; decreased healing to 15..60 Health.
Oh hai. I upgraded your ram.


Quote:
Elementalist
• Glyph of Restoration: now affects the next two spells.
• Deep Freeze: decreased casting time to 2 seconds.
• Whirlwind/Teinai's Wind: decreased Energy cost to 5.
• Glyph of Energy: decreased recharge to 7 seconds.
Nice change to DF. Now just make water runners viable again.

Quote:
Warrior
• Healing Signet: increased Health gain to 62..152.
• Lion's Comfort: increased healing to 40..100 Health; increased Health gain per Tactics rank to 7.
Not bad. One of these skills is still completely worthless; the other is only marginally better. 5 points to whoever guesses which is which.

Quote:
Ranger
• Troll Unguent: increased duration to 13 seconds.
Holy nut! 13 seconds!

Quote:
Dervish
• Avatar of Grenth: duration increased to 10..90 seconds; functionality changed to: "For 10..90 seconds, you cannot be blocked by enchanted foes, and your attacks deal cold damage. This skill is disabled for 120 seconds."
• Mystic Regeneration: Health regeneration is now capped at 3 enchantments.
• Pious Assault: increased activation time to .75
Good fix to Grenth and Mystic.

Also to pious assault... I guess...

Quote:
Paragon
• Mending Refrain: decreased Energy cost to 5; decreased Health regeneration to 2..3.
• Song of Restoration: increased healing to 45..90 Health.
This is made of fail.

Quote:
Ritualist
• Protective Was Kaolai: decreased recharge to 15 seconds.
Nice.

Onward and upward I suppose.
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Old Feb 06, 2008, 09:15 PM // 21:15   #52
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Quote:
Originally Posted by holymasamune
What do you guys think?

Skill Updates

We will evaluate the following changes this week. Additional adjustments may be made during that time.

All
• Decreased the variance in trebuchet impacts in GvG by reducing the target deviation and increasing the area-of-effect.
• Health sacrifice now displays as a skill cost.

Victory or Death
• Victory or Death: increased the damage to 25%.
• NPCs receive an additional 5% damage bonus each minute after Victory or Death.
• Added "Victory is Ours," a new GvG feature that activates at the same time as Victory or Death, giving players on the team with the most NPCs a 15% damage increase.
• Archers now stand farther apart at Victory or Death.
• Trebuchets no longer work after Victory or Death.
• The Bodyguard and Guild Thief now receive a smaller damage bonus than other NPCs at Victory or Death.

Assassin
• Shadow Refuge: decreased duration to 4 seconds; increased Health gain to 40..100.

Mesmer
• Power Leak: decreased target foe's Energy loss to 1..5.
• Clumsiness: increased casting time to 2 seconds; increased recharge time to 10 seconds; now affects adjacent foes.
• Ether Feast: increased healing to 20..50 Health per Energy lost by target.
• Hex Breaker: changed skill type from stance to skill.
• Ineptitude: decreased duration to 4 seconds.
• Wandering Eye: decreased duration to 4 seconds; increased casting time to 2 seconds, increased recharge time to 10 seconds; increased damage to 10..92.
• Drain Enchantment: decreased Energy cost to 5 Energy; decreased Energy gain to 8..13 Energy.

Necromancer
• Hexer's Vigor: decreased casting time to .25 seconds.
• Chilblains: increased number of enchantments removed to 1..2.
• Plague Touch: increased number of conditions transferred to 1..3.
• Blood is Power: decreased Energy cost to 1.
• Wallow's Bite: decreased Energy cost to 1.
• Touch of Agony: decreased Energy cost to 1.
• Dark Pact: decreased Energy cost to 1.
• Demonic Flesh: decreased Energy cost to 1.
• Blood Renewal: decreased Energy cost to 1.
• Blood Ritual: decreased Energy cost to 5.
• Offering of Blood: decreased Energy cost to 1.

Monk
• Light of Deliverance: decreased casting time to 1 second; increased recharge time to 10 seconds.
• Heal Party: decreased casting time to 1 second; decreased healing to 30..75 Health.
• Divine Healing/Heaven's Delight: decreased Energy cost to 5; decreased casting time to 1 second; decreased recharge to 15 seconds; decreased healing to 15..60 Health.

Elementalist
• Glyph of Restoration: now affects the next two spells.
• Deep Freeze: decreased casting time to 2 seconds.
• Whirlwind/Teinai's Wind: decreased Energy cost to 5.
• Glyph of Energy: decreased recharge to 7 seconds.

Warrior
• Healing Signet: increased Health gain to 62..152.
• Lion's Comfort: increased healing to 40..100 Health; increased Health gain per Tactics rank to 7.

Ranger
• Troll Unguent: increased duration to 13 seconds.

Dervish
• Avatar of Grenth: duration increased to 10..90 seconds; functionality changed to: "For 10..90 seconds, you cannot be blocked by enchanted foes, and your attacks deal cold damage. This skill is disabled for 120 seconds."
• Mystic Regeneration: Health regeneration is now capped at 3 enchantments.
• Pious Assault: increased activation time to .75
.
Paragon
• Mending Refrain: decreased Energy cost to 5; decreased Health regeneration to 2..3.
• Song of Restoration: increased healing to 45..90 Health.

Ritualist
• Protective Was Kaolai: decreased recharge to 15 seconds.
Mystic Regen Nerf = /win

Song of Restore sems better now.

Im running Grenth now, scrue those damn guardian spamming monks.

Lions Comfort + Healing Signet now more worth the adren/casting time.

Troll Unguent seems reasonable, can get it possibly back up second it ends.

The 1 energy skills were a bad idea. I've seen loads of those touch necros who like never flipping die. Now theyre gonna keep going SPAM ENGINE SPAM ENGINE.

Shadow Refuge I do not like. I'd rather have the regen for 6 seconds. I normally don't even find myself using this then going back to fighting. I'd REALLY get desperate at that point.

Don't know what to say about Clumsiness. It's fast casted seeing as most mesmers have fast casting so it doesn't really affect it much.

I'm a LITTLE worried about Plauge touch now.

Chillbain buff is good, its 25 energy for a small dmg and 1 enchant strip from some foes.I've always seen either 1 enchant on, or an enchant tank.

Hex Breaker is too good now. I see this (don't laugh at this) used alot on warriors, now your gonna have warriors raging at you with no hexes able to touch em.

Deep Freeze seems reasonably good now. The 10 second 66% slower is really awesome, easier for it to go now.

Holy Haste + Heal Party. Nuff said.

I think this month isn't too good. I can go really anyway now. Light of Div and Heal party will be spammed again.
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Old Feb 06, 2008, 09:16 PM // 21:16   #53
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Quote:
Originally Posted by Unexist
Btw, if you guys didn't notice. Hexbreaker update is sineptitude nerf. You take it at warriors, and you can finally have defense against clumsiness spam, ineptitude ect.
Not only this, but with the new "Victory is Ours" we will start to see even more sinsplit, wich makes a Ranger/Me with hexbreaker a viable, if not great, counter against the assassins, since the ranger can now have block + ims from natural stride while covered by hexbreaker. Also troll unguement now offers perma-regen. Maybe we will start seeing something other than a R/Mo?
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Old Feb 06, 2008, 09:18 PM // 21:18   #54
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I'm crying right now.

RIP P Leak
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Old Feb 06, 2008, 09:19 PM // 21:19   #55
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Well, i like to see Healing Signet buffed, but.... 6 or 7 Points more at Healing?!?!

I mean, thats no real difference at all. They should have changed the casting time, or changed the effect to -20 armor while using, instead of only +6 healingpoints.

It might be rude, but in my opinion its an ridiciolus buff thats not worth to mention and i hope they´ll buff it once again.
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Old Feb 06, 2008, 09:20 PM // 21:20   #56
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Previous vod npc change:

NPCs during Victory or Death will do 30% more damage, and an additional 10% more damage each minute after Victory or Death.

New vod noc change:

increased the damage to 25%.
NPCs receive an additional 5% damage bonus each minute after Victory or Death.
Added "Victory is Ours," a new GvG feature that activates at the same time as Victory or Death, giving players on the team with the most NPCs a 15% damage increase.
Archers now stand farther apart at Victory or Death
----

Now, the reduction in damage from what was previously implemented is good, but it seems like thats going to be compensated for by the fact that the archers are going to be harder to farm quickly and by the fact that if you are the team with loads of npcs then you're getting a damage increase.

Why not simply revert to the way damage used to work before the last couple updates and simply add the archer spacing so they are harder to farm. All the additional damage seems unnecessary. Though, does anyone know if the archers will still bunch up if you aggro them properly (i.e. the spacing only applies when the archers proceed to the stand relatively unhindered) or if they won't bunch up regardless of what you try and do to them?

The buff to heal sig buffed the wrong aspect - as well as trolls - instead of buffing amount healed/duration the cast time should have been buffed. The problem with sig wasn't that it didn't heal enough, but that it was 2 seconds. I don't see why it can't be pushed up to at least match natural healing in cast time. It might be free but it still comes with the armor drawback.

Grenth is interesting, but while unblockable under ageis/guardian/etc, ward still does it in. Given that the grenth lacks the immunity to conditions of melandru and lacks the health bonus it still makes a rather feeble addition to stand team imo.

On top of this, the biggest party defense buffer at the stand was the sor paragon which got even better somehow...this is the most mystifying of the buffs.

I like the 2 sec deep freeze.

I'm sure some party heal is going to work given they buffed..well...all of em.
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Old Feb 06, 2008, 09:22 PM // 21:22   #57
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Pleak dead is so terrible.
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Old Feb 06, 2008, 09:24 PM // 21:24   #58
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If they are enchanted then you always hit even they are in a ward am i correct?
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Old Feb 06, 2008, 09:30 PM // 21:30   #59
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Quote:
Originally Posted by DarkNecrid
Why is your Warrior a W/Me.

?????
To counter the lame sineptitude.... Shock doesn't add much anyway, when you deliver no pressure at all.

Quote:
Originally Posted by Burton2000
If they are enchanted then you always hit even they are in a ward am i correct?
Yes, this is why it will rock.
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Old Feb 06, 2008, 09:31 PM // 21:31   #60
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Quote:
Originally Posted by Burton2000
If they are enchanted then you always hit even they are in a ward am i correct?
Yes, thats true, which if you're running aegis makes keeping it up defeat the purpose of the ward if they are running a grenth. But the lack of condition immunity and health still makes it inferior to a melandru. Its easier to shutdown and much easier to punish as a melee character. They are also useless splitting. So, i think i'd still pass on them.
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