Jul 27, 2010, 06:45 AM // 06:45
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#21
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Krytan Explorer
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Quote:
Originally Posted by reaper with no name
This.
You can't nerf attack skill spam, because then scythes become useless, and it's the only thing dervishes can do somewhat effectively.
You can't buff attack skill spam, because other classes can already use the scythe better than the dervish, and that won't help.
You can't buff enchantment juggling, because...well, actually, you can, but unless you give all PBAoEs armor ignoring damage, 1/4 second cast times, 3 sec recharges, and 5 energy costs while giving all enchantment removal attacks 5 energy costs with instant recharges and 1/2 sec activations and +70 damage while reverting mysticism...then enchantment juggling will never compete with attack skill spam, and will therefore remain useless. Sadly, that's just how powerful attack skill spam is. Even with a 60 armor-ignoring enchantment every sec or so, you still need a 0.5 sec activation 100+ damage attack skill after it just to compete with zealous vow and warrior's endurance, to say nothing of beating them (and to beat critscythe? jeez, the numbers would have to be even higher). And it's highly unlikely Anet would be willing to do this, because these sorts of numbers look very overpowered until you actually do the math.
Realistically, the only thing we can expect from Anet that will really help the dervish is to link AoHM to mysticism, thereby making the dervish the best scythe user almost by default.
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Pretty much nailed it.
One thing that I've always thought would be beneficial to Dervish enchantment juggling...is to make the self removal skills only effect Dervish skills. This change is actually two sided, and both sides benefit. On one hand, Monks can actually cast enchantments on you while not having to worry about you taking them off by using one of the many skills that remove your enchantments...and on the other hand, the Dervish has more control over which enchantment he removes, by being able to time for instance Vital Boon's healing effect.
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Jul 27, 2010, 07:18 AM // 07:18
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#22
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Krytan Explorer
Join Date: Jul 2008
Location: UK
Guild: [Rage]
Profession: Rt/
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personally i don't really care about the derv buff, or the past mesmer buff. i'm waiting for the darned paragons to be useful again, without being P/W.
anywho 4 months is quite a while, but it might be a big one, like the ritualist and supposed paragon buff a while ago.
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Jul 27, 2010, 11:21 AM // 11:21
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#23
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Jungle Guide
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Too dam right we need information. Anet could at least pretend to try and keep their promises. It's all the small things like this that make people wary of GW2, because it's by 'failnet' and 'failsoft'.
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Jul 27, 2010, 01:32 PM // 13:32
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#24
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Krytan Explorer
Join Date: Nov 2006
Location: PA, USA
Guild: [COPY]
Profession: D/
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Why do I keep seeing "Link AoHM to Mysticisim!"? It wont evener happen because then there wouldn't be a Kurzick/Luxon Dervish skill.
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Jul 27, 2010, 01:46 PM // 13:46
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#25
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Wilds Pathfinder
Join Date: Nov 2009
Location: The Netherlands
Guild: Not going to keep up with that anymore
Profession: R/
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Knowing Anet, they will manage to make balance even worse with this update.
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Jul 27, 2010, 01:46 PM // 13:46
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#26
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Jungle Guide
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Quote:
Originally Posted by vamp08
Why do I keep seeing "Link AoHM to Mysticisim!"? It wont evener happen because then there wouldn't be a Kurzick/Luxon Dervish skill.
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Lookat thing's like Critical Agility and 'There's Nothing to Fear!'. PvE skills geared for a certain profession by relying on their primary skill tree. Enough said.
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Jul 27, 2010, 03:22 PM // 15:22
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#27
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Quote:
Originally Posted by Xsiriss
Lookat thing's like Critical Agility and 'There's Nothing to Fear!'. PvE skills geared for a certain profession by relying on their primary skill tree. Enough said.
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Seed of Life.
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Jul 27, 2010, 04:00 PM // 16:00
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#28
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Desert Nomad
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Well, hopefully Mysticism is improved accordingly, or linking AoHM could turn out being a nerf more than a buff, and would simply make life harder for Dervish secondaries, without any tangible advantage for primaries.
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Jul 27, 2010, 04:09 PM // 16:09
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#29
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Banned
Join Date: May 2010
Guild: PonG
Profession: W/Mo
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Scale Scythe Damage so that, without investments into Mysticism, the damage is halved. (i.e.: Scythe Mastery: Requires 8 Mysticism; half damage otherwise). Secondary abuse: solved! Add more utility for Dervishes (i.e.: knock-downs, interrupts, stance-removals, reliable enchantment removals, etc.) and they'll see use in PvP. I know nothing about PvE anymore, so poll them about what they want to have in there... My educated guess would have to be alot of Damage and AoE goodness.
Last edited by Sirius Bsns; Jul 27, 2010 at 04:11 PM // 16:11..
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Jul 27, 2010, 04:15 PM // 16:15
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#30
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Krytan Explorer
Join Date: Mar 2006
Guild: AMP
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In my opinion you're dreaming if you think Dervishes (or any class) will get balanced perfectly. It's impossible to do that at this point. There's too many factors to consider and too many differing opinions.
What people should be hoping for is a boost that make Dervishes more interesting to play (At least for awhile). The more interesting a "balance" is the better it is if you ask me.
Also being impatient and whiny about this update (which is probably not in the near future) will only make you upset and everyone else annoyed. So why not wait patiently?
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Jul 27, 2010, 04:23 PM // 16:23
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#31
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Krytan Explorer
Join Date: Nov 2006
Location: PA, USA
Guild: [COPY]
Profession: D/
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Quote:
Originally Posted by Xsiriss
Lookat thing's like Critical Agility and 'There's Nothing to Fear!'. PvE skills geared for a certain profession by relying on their primary skill tree. Enough said.
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I misinterpreted "linking" then. I thought everyone meant move the skill to Mysticism.
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Jul 27, 2010, 06:28 PM // 18:28
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#32
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Pyromaniac
Join Date: Aug 2005
Profession: Mo/W
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Quote:
Originally Posted by The Josip
I know that "2 month frequency skill update" is now in fact 4 month span, but is it possible we get a preview on how Dervish skill changes might look? Or if someone can post a link to wikileaks
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every time i see you post something it's got to do something with bitching or whining.. were you a dog in a previous life?
asking devs for updates doesn't do anything except add to their workload, and is a selfish request that only assuages your selfish needs.
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Jul 27, 2010, 06:34 PM // 18:34
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#33
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Desert Nomad
Join Date: Jan 2010
Guild: eeew
Profession: N/Rt
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Linking Aohm to mysticism wont buff the derv one bit, unless they rework the skill at the same time. It will just nerf some build to some extend.
They could try to buff the avatars, the only thing the derv can use where the other profs cant.
It wil be a hard job to buff this profession.
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Jul 27, 2010, 07:43 PM // 19:43
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#34
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Krytan Explorer
Join Date: Mar 2006
Guild: AMP
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Quote:
Originally Posted by aspi
Linking Aohm to mysticism wont buff the derv one bit, unless they rework the skill at the same time. It will just nerf some build to some extend.
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I don't think anyone was arguing that
Quote:
Originally Posted by aspi
They could try to buff the avatars, the only thing the derv can use where the other profs cant.
It wil be a hard job to buff this profession.
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Vow of Silence, Pious Renewal, Arcane Zeal and every other skill in Mysticism disagree. Also in my opinion it won't be any harder than the previous update with mesmers.
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Jul 27, 2010, 08:16 PM // 20:16
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#36
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Jungle Guide
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As others have said linking AoHM to Mysticism isn't going to fix the problem and making a scythe do half damage if points are not put into mysticism is pure stupid in a bowl. They'd have to do that to every other weapon type too, to keep balance and to the GW "vision" of secondary classes and that would cripple more then help. Why is everyone and anet so hooked on the whole nerf it all mindset?
Try something positive like...buffing/changing skills that are in mysticism to put dervishes on par with classes like assassins and critical agility etc... that way they're dervish only. Some skills flat out need a rework in the other trees and the avatars need a re-looking at and should be based off the same template for cost/recharge/functionality. Anet could even add bonus damage/crits to mysticism levels too, to help make sure that dervishes were/are the best scythe users.
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Jul 27, 2010, 09:40 PM // 21:40
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#37
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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How about... For each point in Mysticism you can hit another adjacent foe with your scythe PER enchantment? Uses the same sort of idea with Leadership; energy with enchant ending still carries on.
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Jul 27, 2010, 09:42 PM // 21:42
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#38
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Krytan Explorer
Join Date: Apr 2007
Location: Manchester, England
Guild: Gil Worz Is Srs [Bsns]
Profession: N/A
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Quote:
Originally Posted by HigherMinion
How about... For each point in Mysticism you can hit another adjacent foe with your scythe PER enchantment? Uses the same sort of idea with Leadership; energy with enchant ending still carries on.
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Tom so wanting to buff Dervishes for Physway.
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Jul 27, 2010, 09:52 PM // 21:52
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#39
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Krytan Explorer
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Quote:
Originally Posted by Yelling @ Cats
Pretty much nailed it.
One thing that I've always thought would be beneficial to Dervish enchantment juggling...is to make the self removal skills only effect Dervish skills. This change is actually two sided, and both sides benefit. On one hand, Monks can actually cast enchantments on you while not having to worry about you taking them off by using one of the many skills that remove your enchantments...and on the other hand, the Dervish has more control over which enchantment he removes, by being able to time for instance Vital Boon's healing effect.
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Sad that this didn't get a response. Not sure it it is intentional or not.
Would this not make enchantment juggling at least practical? Some skills may need buffed, and perhaps some will need additional requirements (some are balanced purely on the fact that they strip so many enchantments that they aren't worth it).
Imagine actually being able to remove Vital Boon when your health drops, rather than removing the SoR, OoP, and Aegis that your party has casted on you. Being able to reliably end the PBAoE enchantments that cause a condition on end.
Imagine the Monks not having to worry about trying to maintain SoH on you, and being weary to use any protection spells on you because of the good likelihood that it will just be removed by you.
Of course, you could just not take them, which most people do at the moment, but that cancels out a large part of the Dervish attribute lines, and defeats the entire purpose of them.
I'm not saying that some of the skills wouldn't still need rebalanced, some would be too strong, and some would still be terrible, but I think it would go a long way towards what Dervish were originally intended.
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Jul 27, 2010, 11:25 PM // 23:25
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#40
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Krytan Explorer
Join Date: Mar 2006
Guild: AMP
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An easy way to make earth prayers enchantments more effective would be to have the damage and the status conditions all go off at the end of the enchantment. That way bombing would be a lot more effective.
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