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Old Jul 17, 2006, 10:43 AM // 10:43   #81
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Quote:
Originally Posted by Patrograd
2) The positioning of melee characters is important, and there does appear to be an advantage when striking from terrain height in melee, and there 100% for sure is when using bows. Therefore the game is definitely reporting z axis info
I doubt this is necessary, for the simple reason is that the server can verify the estimated height information based on X,Y player position, this doesn't mean there is an exact Z value on the server side or it is updated across the network. But again, we are both speculating, only ANET knows the exact details of this.... like being stuck inside the ground or flying.

Maybe someone who has spoken to ANET directly can chime in on how player height/damage is determined.
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Old Jul 17, 2006, 02:11 PM // 14:11   #82
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Originally Posted by Patrograd
1) A superior absorption rune *should* go on the chest becasue more hits, whether spell or melee, hit the chest than anywhere else.
Sup absorption rune being global it doesn't make a difference where you put it.

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Conversely, you should put your superior attrib rune (if you use one on a PVP char and dont have spare minor rune armour) on your gloves or boots, so that if you need to take it off (when facing spike eg) you dont lose too much.
You would never EVER do this unless facing fully armor-ignoring spike (obs flame). The few hits on your unarmored part will completely nullify that 75 health advantage...
PvP character can just buy a minor rune for 100g, and erase the sup if needed.

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I am almost certain that more hits land on the chest than anywhere else, which is why monks tend to wear armoured chest and leggings, with tats on arms and feet.
Hit chance for each piece :

37.5% Chest
25% Legs
12.5% Head
12.5% Boots
12.5% Hands

For this reason, you get more energy/health bonus from chest and leg pieces.

Quote:
4) Projectile spells (eg orb) always seem to hit the chest

5) Some spells always appear to hit the feet (earthquake eg)
You can test LOrb easily with the master of lightning in the isle of nameless.
A quick test shows that Orb doesn't always hit the chest.

I'd assume it's the same hit chance than above for every source of damage.
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Old Jul 17, 2006, 03:01 PM // 15:01   #83
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Originally Posted by Lord Dark Genie


You would never EVER do this unless facing fully armor-ignoring spike (obs flame). The few hits on your unarmored part will completely nullify that 75 health advantage...
PvP character can just buy a minor rune for 100g, and erase the sup if needed.
Lol. You know what? This had never occurred to me before :-) *slaps self with a wet fish*

Quote:
Hit chance for each piece :

37.5% Chest
25% Legs
12.5% Head
12.5% Boots
12.5% Hands
Thanks for confirming that, I thought this was the case
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Old Jul 17, 2006, 03:38 PM // 15:38   #84
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This game would be way better without spirits. Enough said
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Old Jul 18, 2006, 03:06 AM // 03:06   #85
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Originally Posted by master_of_puppets
This game would be way better without spirits. Enough said
WAIT...is this CMW? Muppets? Last Muppet? Assassinate Muppets?
sorry for you people who think this post is stupid but man, i might know u.

to get back on topic, spirits are essential to the game, i dont see the game being any fun without them. but that's only my oppinion
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Old Jul 18, 2006, 07:44 AM // 07:44   #86
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Quote:
Originally Posted by Vindexus
Also, if you're going to complain about skill balance, start with how many skills are unuseable in PvP. Go ahead, count them.
Deal

http://www.guildwarsguru.com/forum/s...php?t=10005682
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Old Jul 18, 2006, 08:16 AM // 08:16   #87
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Anyway, back on spirits...

A Ritualist with Rit Lord is a spirit battery. He's ridiculously beyond the backline, and even then, he's likely Ri/Me, which greatly reduces the probablity of interrupting him, were you to suicide to interrupt his spirits. Now, if you can get safely through the backline to assault the spirits, your best candidate(s) for taking them down is/are your warrior(s). Here's the parody:

Soothing: You need twice as many hits to get your adrenaline.
Shadowsong: The never-ending Blindbot. It blinds as fast as you can draw.

Basically, almost any GvG warrior save for Hammer warriors with Irresistible Blow is going to need a few moments (or several) to drop rit spirits. Suppose you ignore the spirits.

Soothing: Single handedly stops adrenaline spikes, and has no other determiner to prematurely kill it off, save running in range and beating it down.

Shelter: Stops any sort of spike that would land over the Prot Spirit radar, combos with Union to preserve NPC's -very- effectively.

Union: Everybody gets Shielding Hands. Enjoy.

Shadowsong: The Blinding Flash that can't be D-shot. You walk up, you become blind. Again. And again. And again.

Displacement: By far the least annoying of the spirits. You miss for awhile. If your team wand spikes for two seconds, it goes down.

And, the crowning point:

Ritual Lord: All your 60 second recharge spirits come back really, really fast.

To fix some of this, I dunno. I'd shorten the life span of Soothing, and add "takes X damage everytime it strikes a foe" to Shadowsong. Also, let's have the Rit Spirits just affect party members, since they're not global, anyway.
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Old Jul 18, 2006, 08:25 AM // 08:25   #88
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it amazes me from reading this that teams with ritual lord spammers ever get beaten.

And yet they do, which is interesting.

It is also the case that while these characters do see some play at the top of the ladder you dont see them *all the time*, which indicates that while they are a strong option defensively, they aren't,as is portrayed, the be all and end all of everything.
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Old Jul 18, 2006, 09:28 PM // 21:28   #89
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The reason you won't always see them in the highed is that they are pretty screwed by splits. Yes, they make for an uber turtling character, but that doesn't solve the entire problem.

I also think that changing Ritual Lord is somthing that needs to be done soon. Changing it to 15 nrg would be a good start
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Old Jul 18, 2006, 10:47 PM // 22:47   #90
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Quote:
Originally Posted by Patrograd
it amazes me from reading this that teams with ritual lord spammers ever get beaten.

And yet they do, which is interesting.

It is also the case that while these characters do see some play at the top of the ladder you dont see them *all the time*, which indicates that while they are a strong option defensively, they aren't,as is portrayed, the be all and end all of everything.
I love how people assume a skill sucks because it's only existed for 3 months and nobody has found ways to abuse it yet.
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Old Jul 18, 2006, 11:05 PM // 23:05   #91
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Quote:
Originally Posted by shardfenix
I love how people assume a skill sucks because it's only existed for 3 months and nobody has found ways to abuse it yet.
I really don't see how your post relates to the one you quoted at all...
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Old Jul 19, 2006, 06:42 AM // 06:42   #92
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Quote:
Originally Posted by shardfenix
I love how people assume a skill sucks because it's only existed for 3 months and nobody has found ways to abuse it yet.
Oh I dont think Rit Lord sucks. Its a really really tasty skill.

I'm just not all that convinced that it is overpowered. Without it you would have a whole class that was completely useless for competitive play
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Old Jul 19, 2006, 08:00 AM // 08:00   #93
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Quote:
Originally Posted by Patrograd
I'm just not all that convinced that it is overpowered. Without it you would have a whole class that was completely useless for competitive play
The fact that you can say this, if nothing else, seems to indicate that the Ritualist has some pretty serious problems. Really the class is in the same situation as Eles - pretty much only one usable elite (I guess you see Soul Twisting now and then) and a handful of actually playable skills.

I do feel the backline Ritualist is a bit too strong because of the massive effect it allows a single character to have on the battle. However, it's also the only playable Ritualist build. To fix the Ritualist you would need to tweak a lot of skills and elites into playability, allowing for more pressure or disruptive ritualists. Once you've done that a nerf to the backline Rit would bring the class into balance, IMHO.
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Old Jul 19, 2006, 08:12 AM // 08:12   #94
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Quote:
Originally Posted by JR-
I really don't see how your post relates to the one you quoted at all...
It doesn't. I just put a random quote and a random conclusion together to make you read it JR <3

He said something about rit lord isn't at the top of the ladder or something and that it isn't the end of everything or something like that. The reason why rit lord isn't at the top of the ladder is because gvg teams can't waste a monk slot or an offensive slot for a spirit spammer, because you always have to be moving in gvg.

Now that I think abou tit, i dont know why i responded to that quote either :/
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Old Jul 19, 2006, 06:06 PM // 18:06   #95
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Quote:
Originally Posted by Patrograd
I'm just not all that convinced that it is overpowered.
Ritual Lord is annoying when you can roll a team at the flagstand without splitting even (which really should not happen but it does) only to have them turtle at their NPCs and drag a match out to VoD. You can take out all the perimeter NPCs with ease and try to coax the team away from the protection of their guild lord plus supporting NPCs, but most turtled teams do not behave in this way. Ritual Lord, though not overpowered, allows bad teams to drag out matches long beyond the length they would be otherwise.
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Old Jul 20, 2006, 04:26 AM // 04:26   #96
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Quote:
Originally Posted by Patrograd
I'm just not all that convinced that it is overpowered.
What's a spirit's only downside? Killing it. Ritual lord is broken because it makes spirit spammers godly and it can't be removed. Make it a stance or enchantment.
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Old Jul 20, 2006, 09:23 AM // 09:23   #97
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I dont know but as a Rt spirit spammer I do not always have the luxury of staying far back out of range (in HA that is). There are only a few maps which allow this, most of them you need to stay in healing range of the monk.

Another thing with staying out of range is, your whole team is also out of range so if one char is send to deal with you its a 1vs1 situation. So yes you could even send soft targets to deal with Ritualists. Ofcourse you have to make sure that you dont get completelly cut of from your team and your team needs to keep paying attention to you. One easy counter to a Ritualist is removing boon of creation, no energy return = no spirits until energy is back. One Mesmer with psychic distraction can keep interupting ALL the spirits. Pretty anoying, I experienced this myself and no your team is not always capable pressuring a mesmer enough for him/her not to get of a 1/4s spell to interupt a 5 sec spell during kiting.

They are not that invinceble as some of you try to portrait them to be. Swapping a active prot monk for a Rt also has its disadvantages. You lose some xtra aimed heal and which bothers the most is you start lacking in condition removal. The Rt effects are passive and global, but are not aimed to response to specific situations. For example any source of degen is not stopped by any of the Rt spirits with acception of recup rendering a great part of his skillbar pretty much useless.
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Old Jul 20, 2006, 04:21 PM // 16:21   #98
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HA is vastly different from GvG. The confines of the map are much smaller and there are no hostile npc's, gates, or treacherous terrain to navigate, not to mention the generally higher level of play in GvG, so it's much more difficult to leak through an opponent's defenses to assault the ritualist 1v1.

As far as making Rit Lord and Enchantment or Stance: I would love that. That thought has crossed my mind before, and I'd love to bring Wild Blow to matches, again...
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Old Jul 20, 2006, 11:45 PM // 23:45   #99
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Maybe with nightfall they're just planning on fixing existing problems, rather than creating all new ones. If that's the case though, you'll have to buy it because the new characters will be a vital part of the team.

Also, I don't normally have a problem with certain skills/builds, but I was kind of annoyed watching my friends' guild getting rolled by an iway guild on burning isle. Nature's renewal is kinda mean to boon/prots anyway, but when you can't get to it by the time all the bars reach zero it's pretty ridiculous. That being said, I know they weren't serious about gvg (I'm sure playing while intoxicated is an indication of that ), but considering how badly they lost, I wouldn't mind them "fixing" spirit range. Again, I normally just tell people to stop complaining about things like that because on a higher level of play they don't make much difference, but the fact that it can be used to destroy inexperienced players or people that are just playing on a semi-serious level to have fun is what makes it annoying. I hope that at least they will make more counters to things like that with the new chapter. Maybe some more non-enchantment buffs (like weapon spells), maybe some new healing alternatives to the standard boon monk.

One more thing, I also thing it would be nice for them to make new skills for existing classes, rather than just modifying the ones that are there.
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Old Jul 21, 2006, 06:35 AM // 06:35   #100
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Quote:
Originally Posted by Lando Griffen
Maybe with nightfall they're just planning on fixing existing problems, rather than creating all new ones.
There's a fat chance if I ever seen one. How long before the ghostly hero was "fixed?"
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