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Old Jun 08, 2007, 08:45 AM // 08:45   #1
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Default Torment Mobs Overuse Call To The Torment Now

I thought ANet was supposed to make the Realm of Torment easier for normal play? Yeah I noticed a few spots that were thinned out a bit (that little Shadow Army room in the Domain of Pain right outside Gate of Fear, and the Domain of Fear area where the Earth Ele tanks used to farm), but now it's even more annoying to fight through some of these mobs. Ever since those changes were made (with the Hard Mode update), Torment mobs are using Call to the Torment WAY TOO FREQUENTLY now. Every damn demon too. You can't even kill a monster before he replicates himself now, it seems. Instead of fighting a mob with 2 Blades of Corruption you are really fighting 4 or 5.

Call to the Torment wasn't this bad before the Hard Mode update. The mobs used to use it, but not like this. Now every mob takes a freakin' year to kill when the mob is really twice the size of what you see it as (due to all the damn replication).

The dumbest skill in the game is even more annoying than before. Anyone notice this, that the Torment mobs are using Call to the Torment way more often these days, or am I going crazy?

Last edited by TideSwayer; Jun 08, 2007 at 08:52 AM // 08:52..
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Old Jun 08, 2007, 08:59 AM // 08:59   #2
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Grab six eles with Searing Flames and boom!
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Old Jun 08, 2007, 09:02 AM // 09:02   #3
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Havent noticed it before to be honest but ill pay attention to it! I do hate that duplication skill allthough they do take a lot of damage while using it..
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Old Jun 08, 2007, 09:07 AM // 09:07   #4
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The Mobs have always used it the same as they do now, they only use it when they get low on health, they also seem to take increased damage while using it and its takes 5 seconds to use at whihc point they cant attack. Simple concentrate firepower onto one at a time (leaving the rangers to last since they can avoid attacks with lightning reflexes) I also note that teh Necros and Monks use this skill also less often than the other classes, making them the easiest to take out (presumably this is to make sure u cant get an "impossible" group with lotsa monks and Necros with Minions)

So in other words there is no change to the use of the skill that i have noticed from the large amount of time ive been in RoT
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Old Jun 08, 2007, 09:12 AM // 09:12   #5
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I haven't noticed anything either, except it's a bad idea to spread damage to too many of them at the same time. It's only asking for trouble . Sometimes Arm of Insanity's can get lucky though, 1 becomes 3 rather quickly (in HM atleast). However Blades, they need to be extremely lucky to even get one replicate.

Last edited by Jaceb; Jun 08, 2007 at 09:29 AM // 09:29..
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Old Jun 08, 2007, 09:16 AM // 09:16   #6
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I didn't notice any changes at all. Like Sophitia said, focus your fire power, if you spike 1 target fast enough they won't have time to dup themself. Bring interuption skills as well even the lightbringer's gaze is good for this.
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Old Jun 08, 2007, 09:29 AM // 09:29   #7
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Interuption doesnt work on call to torment, just save your gaze and high damaga skils that cant be blocked to the point they go in to call mode, then unleash em and quickly kill em, this works 95-99 % of the cases, sometimes collateral damage induces a non specific target to go into call.
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Old Jun 08, 2007, 09:40 AM // 09:40   #8
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To be honest i agree with the majority, i cant say i've noticed any changes in the way they use this skills. Both Arms and Spears tend to get 'call of torment' off the quickest, while the monks, necros and eles seem to be the slowest.
As the others have said, concentrate your attacks on one at a time and leave Arms and Spears to last as they really DO make use of the skill.

That all said, i do hate this skill, consider it somewhat of a cheat and think it should never have been introduced to the game. If ever there was a skill in need of nerfing, this would be it...its not even interruptable.
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Old Jun 08, 2007, 09:46 AM // 09:46   #9
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Not noticing any changes here also. The Arms of Insanity are hard to take down mind you when they use Call to the Torment and Lightning Reflexes...so if you find this hard you could try either taking a Necro with Rigor Mortis to cast on them, or (and I NEVER thought I'd hear myself say this) take an Assassin with Expose Defenses...My sin could take an Arm of Insanity down very fast with that one skill and a nice attack skill chain.

But yea, as has been said before, just try to focus fire on one creature at a time. Call targets for your henchmen/heroes. I Generally taken them out in this order: Shadow Of Fear > Word of Madness > Rain of Terror > Herald of Nightmares > Onslaught of Terror > Everything Else. We hates the Shadows of Fear, don't we my precious?
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Old Jun 08, 2007, 10:11 AM // 10:11   #10
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Along comes a mesmer with the only call to the torment interrupt.
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Old Jun 08, 2007, 10:47 AM // 10:47   #11
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I have noticed no change in behaviour in neither hard mode nor normal mode at all.
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Old Jun 08, 2007, 10:50 AM // 10:50   #12
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Quote:
Originally Posted by Tactical-Dillusions
Along comes a mesmer with the only call to the torment interrupt.
Oh, don't I wish.
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Old Jun 08, 2007, 12:20 PM // 12:20   #13
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Pretty much unanimous that the behavior hasn't changed. I was just wondering if something was up. Thanks for responding all.
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Old Jun 08, 2007, 04:41 PM // 16:41   #14
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Random ranger advice:
Barrage is suicidal.
Arms of Insanity - try Glass Arrows.
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Old Jun 08, 2007, 04:50 PM // 16:50   #15
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Well, My dervish just got in RoT, i think ive seen alot more of that skill than before.....but usually they don't use it less than 25% health i think.
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Old Jun 08, 2007, 05:31 PM // 17:31   #16
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Can't you just use a knockdown to interrupt it?
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Old Jun 08, 2007, 06:25 PM // 18:25   #17
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I never tryed knockdown, but i allways thought it would work... does it?
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Old Jun 08, 2007, 06:29 PM // 18:29   #18
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hm, the only glitch I have seen with this skill is ocasionally instead of 1 new beastie I get two (and yes I know it was one making two since there were no other monsters around/left standing).....happens every once in a while.
(I have also noticed sometimes at almost full health them casting it.....but only in hm)
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Old Jun 08, 2007, 06:37 PM // 18:37   #19
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Quote:
Originally Posted by Gregslot
I never tryed knockdown, but i allways thought it would work... does it?
Pretty sure it makes them hang up their Call and have to dial again, yes.
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Old Jun 08, 2007, 06:42 PM // 18:42   #20
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Quote:
Originally Posted by Gregslot
I never tryed knockdown, but i allways thought it would work... does it?
Per Wiki:
The skill cannot be interrupted and knocking down the user doesn't interrupt it. Instead, the skill is considered "successful" the moment the creatures uses it, even though it doesn't take effect. However, they are still considered "activating a skill," so skills that cause a bonus effect if the target is activating a skill will still take effect.
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