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Old Aug 11, 2009, 12:31 AM // 00:31   #1
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Why is it that some Necromancer Skills effect Monks, and Monk skills affect Necromancers?

Rend enchantments is an example
Quote:
Removal cost: you lose 55...31...25 Health for each Monk enchantment removed.
Why not Elementalists affecting Warriors, or something?

I understand those 2 are the exact opposites...but no other professions are effected by any other skill.

Is there a reason for this?

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Convert Hexes Spell. Removes all hexes; +10 armor for each Necromancer hex removed (8...18...20 seconds). Cannot self-target.
Convert Hexes^
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Old Aug 11, 2009, 12:39 AM // 00:39   #2
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Probably because Monks and Necromancers are opposites.

Necro = Death

monk = Life

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Old Aug 11, 2009, 01:03 AM // 01:03   #3
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Dervishes are holy too, why make it so it doesnt affect Necromancers?

Rangers are less proper, and Mesmers are more fancy-like.

Paragons Shout, and Assassins sneak.

Ritualists connect with the dead aswell, so why are they more different than Necromancers?
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Old Aug 11, 2009, 01:03 AM // 01:03   #4
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its more like
most necros serve grenth and most monks serve dwana and these 2 are not to found of each other, that doesnt mean they cant work well
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Old Aug 11, 2009, 01:04 AM // 01:04   #5
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because maybe anet try to make this game balance?
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Old Aug 11, 2009, 01:35 AM // 01:35   #6
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Does it really matter? 15e cast and 10sec rc, Convert Hexes isnt a top choice for a hex remover for monks. Sometimes things just the way it is, you ask why, but no one knows really, and for that matter, no one cares, either.
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Old Aug 11, 2009, 01:52 AM // 01:52   #7
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cause monks have most and most beneficial enchant spells
and necros have the most and most beneficial long-lasting hexes

it's got nothing to do with the concept of the class, so quit theory crafting and go back to lyssa's, it's just the balance, although lately i can't entirely blame you for forgetting that.
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Old Aug 11, 2009, 02:21 AM // 02:21   #8
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Aren't most of the Monk/Necro affecting spells (Rend/Convert) Core or Proph skills? If that's the case, it could be something ANet was going to tinker with, then as the game grew and evolved, it phased out of the other Campaigns/EotN.
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Old Aug 11, 2009, 03:16 AM // 03:16   #9
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Quote:
Originally Posted by Tyrael_Eveningsong View Post
Aren't most of the Monk/Necro affecting spells (Rend/Convert) Core or Proph skills? If that's the case, it could be something ANet was going to tinker with, then as the game grew and evolved, it phased out of the other Campaigns/EotN.
I agree with Tyrael here, A-net obviosly decided it wasnt a good mehcanic, and got rid of it after proph.
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Old Aug 11, 2009, 03:34 AM // 03:34   #10
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Rangers resist elements. Elementalists master them.
Rangers have rupts and additional elemental armor. Depending on the element, eles have degen, snares/hexes, armor penetration, or defense.

Warriors are strong. Mesmers are clever.
Warriors have damage, knockdowns, or conditions. Mesmers have snares and anti-melee.

Assassins are sneaky loners. Paragons are screaming leaders.
Assassins have damage and shadowsteps to spike a foe. Paragons are stronger with more allies and have party-supporting skills to help them.

Dervishes connect with life and holy stuff. Ritualists call on the dead for their spells.
Dervishes can do high damage to multiple targets. Rits can heal and spread out their spirits to avoid AoE.

Last edited by Ugh; Aug 11, 2009 at 03:38 AM // 03:38..
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Old Aug 11, 2009, 03:59 AM // 03:59   #11
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Maybe they just want to keep things simple.
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Old Aug 11, 2009, 05:49 AM // 05:49   #12
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I think its a holdover from traditional RPGs. Just like how smiting damage deals double damage to minions, and necros have that armor set that is vunerable to holy damage.
Necromancy/Undead in most RPGs (DnD, etc) are vulnerable to holy damage.
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Old Aug 11, 2009, 08:34 AM // 08:34   #13
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The thinking was probably the whole light/dark are opposing forces sort of thing. Not just an opposition of styles like para/sin or mes/ranger as suggested earlier.

I agree that it's a bad mechanic though, I don't think biasing certain professions against each other is a good idea (could possibly get gimmicky also).
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Old Aug 11, 2009, 01:08 PM // 13:08   #14
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Quote:
Dervishes are holy too, why make it so it doesnt affect Necromancers?
Dervishes weren't one of the core classes like Necros and Monks. As Hawk said, it's a holdover from a time when ANet tried to craft some story or interplay between the classes.
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Old Aug 11, 2009, 02:07 PM // 14:07   #15
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Right the story and interplay has all but vanished and they seem to nerf things that are working well for pVp'rs. I do find that I use my WAR/Necro to effect my foes in the opposite way, I will crack their armor, Asuran Scan them and then pound the crud out of them with some strength skills.

So in a way there are skills that you can combine from one class to another.

back to your point. In order to make the game balanced as you suggest then they would need to spend more time in the development of the game. lets just call GW a fluke and spend the time needed for the story line on GW2 to build on GW success.

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Old Aug 11, 2009, 04:40 PM // 16:40   #16
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Quote:
Originally Posted by subarucar View Post
I agree with Tyrael here, A-net obviosly decided it wasnt a good mehcanic, and got rid of it after proph.
Why not change the skills now? It's been a "bad mechanic" for how long now?
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Old Aug 11, 2009, 04:45 PM // 16:45   #17
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Quote:
Originally Posted by Evasion Twenty View Post
Why not change the skills now? It's been a "bad mechanic" for how long now?
I wouldn't want my skills to only be half as effective against certain professions. Plus, classes already have counters to other classes without having to make skills gimmicky.
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Old Aug 11, 2009, 05:02 PM // 17:02   #18
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Quote:
Why not change the skills now?
The same argument can be made for leaving them alone as well. There's nothing wrong with them really, so why bother with them?
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Old Aug 12, 2009, 01:05 AM // 01:05   #19
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It was not long ago that in HA Ritualists would bring Convert Hexes in order to "save" monks and Ghostly Heroes from the rediculous spam of Necro hexes.

It is simply that necro hexes are the longest lasting and highest pressure of the hexes. Lingering and Suffering combo was rediculous.

It is the same for monk enchantments. if you have a target with Aura of Stability, Guardian, Prot Spirit, Soa, Guardian, Spirit Bond (these are all pre prot enchantments that can upset spikes) you would need a strip enchantment would get all of them, if they are overlapping. Rend is a skill that help cleaning a target before a spike.

I have to keep saying this, but no matter what type of lore you try and add into the reasoning for skills, all the "original" skills and ballance were designed for PvP. PvE was only an after thought and Anet didn't start caring about PvE until Nightfall.
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Old Aug 12, 2009, 02:57 AM // 02:57   #20
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Quote:
Originally Posted by Fate Crusher View Post
I have to keep saying this, but no matter what type of lore you try and add into the reasoning for skills, all the "original" skills and ballance were designed for PvP. PvE was only an after thought and Anet didn't start caring about PvE until Nightfall.
I lol'd.

You're right, they do have long-lasting enchantments, and hexes aswell. But, (not argueing here, just proving a point), Dervishes have a lot of enchantments, and are mostly enchantments. Mesmers have a lot of hexes aswell, and some last for a long time.

To Kat: You're correct, it wouldn't matter much.
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