Aug 11, 2009, 12:31 AM // 00:31 | #1 | ||
Lion's Arch Merchant
Join Date: Jul 2009
Location: Outside
Guild: Balthazars Chosen [BC]
Profession: R/P
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Why is it exclusive?
(Move if needed Mods, Please)
Why is it that some Necromancer Skills effect Monks, and Monk skills affect Necromancers? Rend enchantments is an example Quote:
I understand those 2 are the exact opposites...but no other professions are effected by any other skill. Is there a reason for this? Quote:
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Aug 11, 2009, 12:39 AM // 00:39 | #2 |
Academy Page
Join Date: Aug 2009
Location: My house
Profession: W/
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Probably because Monks and Necromancers are opposites.
Necro = Death monk = Life |
Aug 11, 2009, 01:03 AM // 01:03 | #3 |
Lion's Arch Merchant
Join Date: Jul 2009
Location: Outside
Guild: Balthazars Chosen [BC]
Profession: R/P
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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? |
Aug 11, 2009, 01:03 AM // 01:03 | #4 |
Academy Page
Join Date: Aug 2008
Profession: W/
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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 |
Aug 11, 2009, 01:04 AM // 01:04 | #5 |
Wilds Pathfinder
Join Date: Dec 2005
Guild: Nerf Wammo Plz[WaMo] Team Arena Top Guild
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because maybe anet try to make this game balance?
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Aug 11, 2009, 01:35 AM // 01:35 | #6 |
Jungle Guide
Join Date: Jul 2008
Location: みやき町
Profession: Mo/A
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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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Aug 11, 2009, 01:52 AM // 01:52 | #7 |
Forge Runner
Join Date: Feb 2007
Location: Las Vegas
Guild: Enraged Whiny Carebears [oR]
Profession: W/E
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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. |
Aug 11, 2009, 02:21 AM // 02:21 | #8 |
Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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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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Warrior for Hire
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Aug 11, 2009, 03:16 AM // 03:16 | #9 |
Desert Nomad
Join Date: Jul 2006
Location: New Zealand
Guild: None
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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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Aug 11, 2009, 03:34 AM // 03:34 | #10 |
Krytan Explorer
Join Date: Jun 2009
Profession: R/
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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.. |
Aug 11, 2009, 03:59 AM // 03:59 | #11 |
Academy Page
Join Date: Aug 2009
Location: My house
Profession: W/
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Maybe they just want to keep things simple.
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Aug 11, 2009, 05:49 AM // 05:49 | #12 |
Hall Hero
Join Date: Aug 2005
Profession: E/
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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. |
Aug 11, 2009, 08:34 AM // 08:34 | #13 |
Administrator
Join Date: Jun 2006
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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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Aug 11, 2009, 01:08 PM // 13:08 | #14 | |
EXCESSIVE FLUTTERCUSSING
Join Date: Mar 2007
Guild: SMS (lolgw2placeholder)
Profession: Me/
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Quote:
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All seems lost now, but still we must fight on. |
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Aug 11, 2009, 02:07 PM // 14:07 | #15 |
Desert Nomad
Join Date: Mar 2008
Location: in a house
Guild: The Knitters Guild
Profession: W/R
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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. All in Fav... eye!! |
Aug 11, 2009, 04:40 PM // 16:40 | #16 |
Lion's Arch Merchant
Join Date: Jul 2009
Location: Outside
Guild: Balthazars Chosen [BC]
Profession: R/P
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Aug 11, 2009, 04:45 PM // 16:45 | #17 |
Krytan Explorer
Join Date: Jun 2009
Profession: R/
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Aug 11, 2009, 05:02 PM // 17:02 | #18 | |
EXCESSIVE FLUTTERCUSSING
Join Date: Mar 2007
Guild: SMS (lolgw2placeholder)
Profession: Me/
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Quote:
__________________
All seems lost now, but still we must fight on. |
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Aug 12, 2009, 01:05 AM // 01:05 | #19 |
Wilds Pathfinder
Join Date: Sep 2006
Location: Pie-land
Guild: Warlords Of The Underworld [WoTU]
Profession: Mo/
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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. |
Aug 12, 2009, 02:57 AM // 02:57 | #20 | |
Lion's Arch Merchant
Join Date: Jul 2009
Location: Outside
Guild: Balthazars Chosen [BC]
Profession: R/P
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Quote:
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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