Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Reply
 
Thread Tools Display Modes
Old Feb 11, 2011, 08:37 AM // 08:37   #101
Lion's Arch Merchant
 
Kurosaki129's Avatar
 
Join Date: May 2009
Location: Guild Wars, Earth?
Profession: Mo/E
Advertisement

Disable Ads
Default

Quote:
Originally Posted by I am Judge View Post
Do they (anet or test krew) see these type of things? Or contradict previous skill changes only to re-implement them somewhere else to suggest that playing a D/P will have its advantages over playing P/ ?
Imbagon still has its "There is Nothing to Fear!" PvE skill. In terms of Damage Reduction, Paragon Primary still remains on top.

I do agree it is completely BS for Agressive Refrain and Soldier's Fury to have -20 armour while attacking.

Quote:
Originally Posted by I am Judge
Now without any form of solid aoe, and a weaker IAS + Adrenaline gain compared to what the derv (may) be it's even less likely to see most paragon's running around.
IAS = We don't know how much of a IAS is being increased for dervish. (no answer yet)

Adrenaline Gain:

Dervish: How much do you know Dervish will gain?
Paragon: Focused Anger (based on Leadership)

AoE:

Have you looked at your aggro bubble when you play Paragon???? I second-main paragon nowadays and everytime i play, i always see myself in middle of the front and backline and my chants, shouts and aggro bubble covers my team. Its a really solider Profession that its chants,shouts covers the team most of the time.

Last edited by Kurosaki129; Feb 11, 2011 at 08:41 AM // 08:41..
Kurosaki129 is offline   Reply With Quote
Old Feb 11, 2011, 08:38 AM // 08:38   #102
Academy Page
 
I am Judge's Avatar
 
Join Date: Sep 2010
Guild: We Wear Sombrero's
Profession: P/
Default

Quote:
Originally Posted by Horus Moonlight View Post
So you assume AoB can upkeep SY! even though they did not state the magnitude of added adren gain by AoB? You also somehow made a solo UW build even though the energy cost, cast time (well, except for flash enchantments), recharge, and explicit skill mechanics of most the skills mentioned in this preview were not mentioned?

Lol. Less melodrama please.
Lol its not hard to even imagine an energy bases and the already skills in the game. I'm pretty sure with AoB, Lyssa's Haste, and Balthazar's rage it won't be difficult to assume each is not 15 energy or unimaginable amounts of adrenaline... SY is easy enough to maintain with any adrenaline based class and even something like a ranger or sin.

As saying I would only like to see the paragon's elite to not have the -20 but then again I'm talking to the wrong people obviously.

Quote:
Originally Posted by Kurosaki129 View Post
AoE:

Have you looked at your aggro bubble when you play Paragon???? I second-main paragon nowadays and everytime i play, i always see myself in middle of the front and backline and my chants, shouts and aggro bubble covers my team. What is your take in this?
true that is usually where one would stand valuable if not hero henching, without micro managing some hero's usually end up close to frontline as is.

As for TNTF, as good as it is, that's not always necessarily something needed. Especially with the various other chants/shouts/echo's... I've been running triple paragon hero's without tntf, and one uses they're on fire... which can be equally as good. And as St union players get shifted around due to the influx of SoS rits, can fill something else like a ward or something as a substitute.

It's rare but often times some play outside the box that is created by PvX.

But as previously stated, I'd only like to see the thought of either AR or Soldiers Fury without the -20...

Last edited by I am Judge; Feb 11, 2011 at 08:48 AM // 08:48..
I am Judge is offline   Reply With Quote
Old Feb 11, 2011, 08:48 AM // 08:48   #103
Forge Runner
 
HigherMinion's Avatar
 
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
Default

The -20AL on the paragon is trivial; they're midline. Regardless of their AL though, if they spam SY, they WILL be targeted.

This update is quite lulzy; the insta-rupt is nice, being able to run past people and rupt then go lolbai will be fun. And flash-enchantments act more like strippable Skills rather than stances (can't activate while KD) Would make ench covering for important monk enchants even better.

May I intoduce the new tank of gw? Derv k.
HigherMinion is offline   Reply With Quote
Old Feb 11, 2011, 08:51 AM // 08:51   #104
Academy Page
 
I am Judge's Avatar
 
Join Date: Sep 2010
Guild: We Wear Sombrero's
Profession: P/
Default

Quote:
Originally Posted by HigherMinion View Post
The -20AL on the paragon is trivial; they're midline. Regardless of their AL though, if they spam SY, they WILL be targeted.

This update is quite lulzy; the insta-rupt is nice, being able to run past people and rupt then go lolbai will be fun. And flash-enchantments act more like strippable Skills rather than stances (can't activate while KD) Would make ench covering for important monk enchants even better.

May I intoduce the new tank of gw? Derv k.
Heh, its almost like a whole new class!!! YEEE!!! (still won't play one though) when I first read it though, I was like APRIL FOOLS! Then realized we were still in Feb...
I am Judge is offline   Reply With Quote
Old Feb 11, 2011, 08:57 AM // 08:57   #105
Jungle Guide
 
Xsiriss's Avatar
 
Join Date: May 2008
Default

Unimpressed by the preview. NOT what they're changing as for the most part it's good, but then it has been like 6months since we've seen a real update. They could have at least told us which skills were going to cost adrenaline and if the scythe itself (when they talk about changing scythe damage to the mean through skills or inherantly?). Bit brief and it would have been completely appropriate if they gave us at least an ETA seeing as it's taken so long.
Xsiriss is offline   Reply With Quote
Old Feb 11, 2011, 09:08 AM // 09:08   #106
Krytan Explorer
 
Join Date: May 2006
Guild: House of Wandering Souls
Profession: R/Rt
Default

Quote:
Originally Posted by Xsiriss View Post
Unimpressed by the preview. NOT what they're changing as for the most part it's good, but then it has been like 6months since we've seen a real update. They could have at least told us which skills were going to cost adrenaline and if the scythe itself (when they talk about changing scythe damage to the mean through skills or inherantly?). Bit brief and it would have been completely appropriate if they gave us at least an ETA seeing as it's taken so long.
Expect it before the end of the month. Reading some of the wiki talk and comments made by TK members it seems like the Feature Build might also come out this month (I was expecting it much later tbh) so I wouldn't be surprised if the dervish update comes within the next 7-8 days.

I suppose it doesn't really matter that they didn't list all the skills, it's not like it has much substance until we can actually play with them. I think the purpose of the preview is to act as a kind of primer to give players an idea of what to expect in advance so that when it hits we have an idea of what to do with it. It's not supposed to be a theory-crafting aid.
dancing gnome is offline   Reply With Quote
Old Feb 11, 2011, 09:09 AM // 09:09   #107
Desert Nomad
 
Join Date: Apr 2007
Default

Quote:
Originally Posted by Shayne Hawke View Post
We've been taking a look at monster bars for the past two weeks or so I think, so any major skill issues should be dealt with.
Glad to hear that monster Dervish's are at least being looked at... but I'm more interested in what our heroes will do with the new skills. Will they "get" the new mechanics and earn a place in our teams?
Riot Narita is offline   Reply With Quote
Old Feb 11, 2011, 09:11 AM // 09:11   #108
Krytan Explorer
 
Join Date: May 2006
Guild: House of Wandering Souls
Profession: R/Rt
Default

Quote:
Originally Posted by Riot Narita View Post
Glad to hear that monster Dervish's are at least being looked at... but I'm more interested in what our heroes will do with the new skills. Will they "get" the new mechanics and earn a place in our teams?
There is supposed to be a melee hero ai update with the feature build. It would be /facepalm if the dervish hero ai was broken after that update.
dancing gnome is offline   Reply With Quote
Old Feb 11, 2011, 09:38 AM // 09:38   #109
Forge Runner
 
HigherMinion's Avatar
 
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
Default

I don't *want* dervish monsters to be looked at unless they're given some imba shit too. Why bother making an update to make players stronger and mobs even weaker?

Why do you want Hard Mode to be easy?
HigherMinion is offline   Reply With Quote
Old Feb 11, 2011, 09:53 AM // 09:53   #110
Jungle Guide
 
Xsiriss's Avatar
 
Join Date: May 2008
Default

Quote:
Originally Posted by HigherMinion View Post
I don't *want* dervish monsters to be looked at unless they're given some imba shit too. Why bother making an update to make players stronger and mobs even weaker?

Why do you want Hard Mode to be easy?
Dervish monsters in HM are ridiculous unless you pack some good protection It's basically them with perma whirling charge, higher armour, infinite energy and of course a sh*t ton of more damage.
Xsiriss is offline   Reply With Quote
Old Feb 11, 2011, 10:04 AM // 10:04   #111
Furnace Stoker
 
draxynnic's Avatar
 
Join Date: Nov 2005
Guild: [CRFH]
Default

Quote:
Originally Posted by the Puppeteer
well they deserved it...
next stop - HM eles!
And paragons. Both were on the backburner because they still had uses, though, even if paragons are a little limited in what's actually effective.

I believe Stumme wants to do some general balancing before diving into another big project, though, but the elementalist might just get some love there anyway - I can think of some simple adjustments that might help significantly.

Quote:
Originally Posted by NerfHerder View Post
If nothing is done to Aura of Holy Might, the Assassin will still be superior with a Scythe. There was no mention in the preview, so it still concerns me.
That may not really be a problem. The idea of the update wasn't strictly to make dervishes the best scythe-wielders in the game but to make them the best in the game at being dervishes - largely, it appears, by going back to the original concept of the profession and making it actually work. If you're not using avatars, close-range enchantments, or Mysticism in general, I don't see any problem with a particular build turning out to work better on a different primary.

Regarding flash enchantments - I can see them getting moved over to a couple of Elementalist skills, namely Storm Djinn's Haste and Burning Speed (both practically there already, and besides, having to stop to use a speed boost is... clumsy, as has already been observed with the Dervish). I wouldn't expect to see it on anything non-Dervish with a current casting time higher than 1/4s, though.
draxynnic is offline   Reply With Quote
Old Feb 11, 2011, 10:22 AM // 10:22   #112
Desert Nomad
 
aspi's Avatar
 
Join Date: Jan 2010
Guild: eeew
Profession: N/Rt
Default

Quote:
Originally Posted by Xsiriss View Post
Dervish monsters in HM are ridiculous unless you pack some good protection It's basically them with perma whirling charge, higher armour, infinite energy and of course a sh*t ton of more damage.
Indeed, a HM boss dervish will rip your team in half with one sweep. Hell from the looks of it a normal derv will rip your team a new one.
aspi is offline   Reply With Quote
Old Feb 11, 2011, 10:29 AM // 10:29   #113
Desert Nomad
 
Gill Halendt's Avatar
 
Join Date: Mar 2008
Default

Way to go, making the Dervish more unique and worth playing, instead of just nerfing the competition.

Mysticism to work a bit like Expertise. Good.

Adrenaline and Flash Enchantments. Good.

Actually, I don't think AoHM needs changes anymore. This update is likely filling a significant portion of the gap between Dervishes and other melee classes.

Curious about the "tweaks to scythe damage". Wonder what they meant with that. If the damage range of the weapons is altered (higher base, lower maximum), scythe-wielding secondaries will likely have less of and advantage using the Scythe anyway.
Gill Halendt is offline   Reply With Quote
Old Feb 11, 2011, 10:37 AM // 10:37   #114
Frost Gate Guardian
 
Join Date: Apr 2009
Default

They do read our suggestions, don't they? Despite I'm "pro-buff" for dervish, I am strongly against this new skill archetype, flash enchantment. Case in point: Lyssa's Haste + Pious Fury + Featherfoot Grace > pre-nerf PR war.

Maybe I am jumping the gun too soon, but nevertheless I felt there is a need for dervish enchantments to have casting time unless they are introducing more spells with disable or spell failure effects for midline casters to deter dervish.
Catchphrase is offline   Reply With Quote
Old Feb 11, 2011, 10:39 AM // 10:39   #115
Wilds Pathfinder
 
Artisan Archer's Avatar
 
Join Date: May 2007
Guild: Free Wind
Profession: R/
Default

So, dervishes get their own version of Expertise?
Artisan Archer is offline   Reply With Quote
Old Feb 11, 2011, 10:46 AM // 10:46   #116
asb
Frost Gate Guardian
 
asb's Avatar
 
Join Date: Apr 2008
Location: Europe
Profession: Me/
Default

Quote:
Originally Posted by Catchphrase View Post
but nevertheless I felt there is a need for dervish enchantments to have casting time
One does not have to exclude the other. If the live team can pull off coding in instant enchants, I don't think it would be a problem to go full GW2 and just let the Dervish cast spells with a cast time while in motion.
asb is offline   Reply With Quote
Old Feb 11, 2011, 10:46 AM // 10:46   #117
Forge Runner
 
HigherMinion's Avatar
 
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
Default

Quote:
Originally Posted by Gill Halendt View Post
Curious about the "tweaks to scythe damage". Wonder what they meant with that. If the damage range of the weapons is altered (higher base, lower maximum), scythe-wielding secondaries will likely have less of and advantage using the Scythe anyway.
They mentioned "less clunky" so I think it has to do with the wide damage range and critical damage.

@cryers who don't like HM derv boss damage; use prots. Aegis/PS and no melee boss is a pain.
HigherMinion is offline   Reply With Quote
Old Feb 11, 2011, 10:52 AM // 10:52   #118
Forge Runner
 
Rushin Roulette's Avatar
 
Join Date: Sep 2007
Location: Right here
Guild: Ende
Default

Quote:
Originally Posted by Konig Des Todes View Post
You forgot a few things. Necros got life steal, monks had holy damage and have a stronghold on healing/protection (even if others get access to it, they'll never take the monk's uniqueness in that), assassins have dual attacks (may be tied to daggers but it's as unique to assassins as anything not under the primary for every profession) and shadowstepping, mesmers got energy steal, ritualists got situational sacrifices (so necro got some uniqueness to that, plus necro sacs are mostly 1e now), Paragons also have echos, and dervishes had(have?) multi-target scythes.
Actually Im going to have to side with MithranArkanere on this one. The mechanics of the classes have been intermixed and nerfed/buffed so often that not many of your list of unique attributes really are unique;

Necros and Ritualists both have Lifestealing skills. Vampirism/Bloodsong and varous weapon spells come to mind.

Monks, Ritualists and Paragons all have access to healing / protection. They are just named differently. The mechanics are the same.

Regarding Assassins and dual attack skills and also Dervishes with multi target hits on a scythe. Other melee classes have skills that attack 2 times (Sun and Moon slash for example). Weapon attributes are not bound to the classes. I could take a paragon without any points in Dagger mastery or Scythe mastery or skills from those lines and I will still be able to get dual attacks every now and then on autoattack with daggers or hit up to 3 targets with a scythe.

Both Necros and Assassins have shadow stepping skills. True, the necro versions are not really shadow stepping, but true teleporting as they ignore terrain obstacles... but in the end they are similar enough to not really be unique in that sence.

The only unique types of skills I see in your list are Mesmers stealing energy (as other profession skills only cause energy loss but no energy gain for the caster), Paragons with Chants and Echoes and now Dervishes with Flash enchantments. 3 proffessions out of 10 is not really very close to every profession has its special skill types.
Rushin Roulette is offline   Reply With Quote
Old Feb 11, 2011, 11:52 AM // 11:52   #119
Forge Runner
 
Join Date: Apr 2007
Guild: DMFC
Default

Id also like to know whats going to happen to scythes - i prefer using crit scythe sin in pve mainly because its annoying on a dagger sin to have to do an attack chain and get blocked after first skill which then means your usless for a short while.
Are anet going to revamp sin as well in the future and change all the dagger attacks to non chaining req or even scarier would they make all ( and i mean all ) melee skills regardless of profession andren based.
Spiritz is offline   Reply With Quote
Old Feb 11, 2011, 12:49 PM // 12:49   #120
Forge Runner
 
cataphract's Avatar
 
Join Date: Aug 2005
Location: Ashford Abbey
Guild: Hey Mallyx [icU]
Profession: Mo/Me
Default

Quote:
Originally Posted by the Puppeteer View Post
well they deserved it...
next stop - HM eles!
Most def.
cataphract is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:49 PM // 21:49.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("