Dec 12, 2008, 08:25 AM // 08:25
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#101
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Aura of the Lich should not be an enchantment anymore.
Aura of the Lich -> Stance, general Spell or Skill.
Cultist's Fervor -> Stance.
The synergy between Aura and Explosive Growth etc needs to be removed! It's insane! Make user lose all enchantments on cast.
Cultist's is now permanent-maintainable which is good, but Bleeding is too easy on it. Make it a Stance and give it a mild sacrifice (say 10...5...3%). Possibly induce Poisoned instead of Bleeding.
Since Cultist's now only works on N spells, make it work on all N skills instead.
Lingering Curse should not give 3 degeneration at 12 Curses, but at 13.
Last edited by Moloch Vein; Dec 12, 2008 at 08:42 AM // 08:42..
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Dec 12, 2008, 08:32 AM // 08:32
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#102
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Frost Gate Guardian
Join Date: Jul 2006
Profession: A/N
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Gotta say that those "skill total rework" updates are really fun. New builds coming up, meta shifts... and possible nerfnuke in near future =)
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Dec 12, 2008, 08:46 AM // 08:46
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#103
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Wilds Pathfinder
Join Date: Jan 2007
Guild: The Grim Squeakers [REAP]
Profession: N/
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I'm still not sure what I think of the [aura of the lich] change...on the one hand it can let a MM start off even without a corpse and the DM boost is nice, all subsequent minions are stronger and such. But we lost a very useful self protection skill...quartering sac costs was awsome...
on a side note with the ability to instantly summon an army[aura of the lich], have your minions deal more damage[order of undeath] or recycle your minions[jagged bones], [animate flesh golem] is a very sad panda
edit: I agree with moloch on AoTL needing to not be an enchant anymore, the only thing the enchant does is raise your death magic by 1 which is nice...but idk still seems a bit silly to have the enchant just for that. Don't think it would be too horrible if the +1 to DM wasn't removable
Last edited by Shadowmere; Dec 12, 2008 at 09:04 AM // 09:04..
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Dec 12, 2008, 08:53 AM // 08:53
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#104
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Ascalonian Squire
Join Date: Aug 2008
Location: Where you live
Guild: By Virtue Of Power
Profession: Mo/Me
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For Great Justice + Hundred Blades + Whirlwind Attack + Lions comfort on 20 hulking stone elementals = Lol
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Dec 12, 2008, 09:14 AM // 09:14
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#105
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Academy Page
Join Date: Jan 2008
Location: Poland
Guild: [OLA]
Profession: E/
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Quote:
Originally Posted by cthulhu reborn
Dunno about Incoming!
It's exactly the same as Fall Back except that it doesn't end when you attack. Now I don't know about everybody's use but I don't see a real effective difference between these two skills now(..)
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My feeling's exactly. I'm throwing it away from my PvE build now, and becoming another boring Agressive Reffrain+Focused Anger copy...
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Dec 12, 2008, 09:17 AM // 09:17
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#106
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Desert Nomad
Join Date: Jan 2006
Profession: N/
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Mandragors will have fun with the new FD!
Awesome hundred blades.
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Dec 12, 2008, 09:18 AM // 09:18
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#107
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Forge Runner
Join Date: Jun 2005
Location: Dark Side of the Moon
Guild: Fat Kids Are Hard To Kid[nap]
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Quote:
Originally Posted by Abedeus
5...15 energy if you cast a spell. That's better than Soul Reaping in PvE, devastating for anyone in PvP.
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Thats not the point. It says reduced cost to 5 energy, while it's still at 10.
So..double dragon is pretty fun now. I herd 20 fire magic iz gud lul?
And..Hundred Blades=unstrippable/uninterruptable conjure, with no casting time. Hit it pre spike, and things die. I mean, come on, do these guys even read the skill descriptions when they hit the update button? Did they forgot what conjure did?
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Dec 12, 2008, 09:39 AM // 09:39
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#108
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Academy Page
Join Date: May 2006
Location: Netherlands
Guild: The Dutch Dream Team
Profession: E/Mo
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Quote:
Originally Posted by Grand Theft Ecto
sup rune (16) + Glyph (2) + double dragon (3) + pve elemental lord (1) + grail of might (1) + golden egg (1) + candy corn (1) + pve intensity (+25%) + 20% chance of (+1) weapon mod!
25, possibly 26 with 25% boost. Yellow numbers go!
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Tried Double Dragon + Glyph of elemental power and elemental lord , i have a sup fire , and it wont go over 20 attribute points .........
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Dec 12, 2008, 09:52 AM // 09:52
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#109
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Banned
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Quote:
Originally Posted by Abedeus
5...15 energy if you cast a spell. That's better than Soul Reaping in PvE, devastating for anyone in PvP.
OH NO WE HAVE TO FIGHT NOW!!! Also, Primal Rage is actually decent now.
Btw, the world is ending. I LIKE THIS UPDATE! Can't wait to see new Aura of the Lich.
...RISE MY MINIONZZ!!
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Primal Rage is hardly decent now I did 10x more damage the way it was before so it effectively becomes yet another useless elite.
Quote:
Tried Double Dragon + Glyph of elemental power and elemental lord , i have a sup fire , and it wont go over 20 attribute points
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If course it doesn't because 20 is the cap fool.
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Dec 12, 2008, 10:19 AM // 10:19
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#110
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Furnace Stoker
Join Date: Oct 2005
Location: Planet Earth, Sol system, Milky Way galaxy
Guild: [ban]
Profession: W/
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Quote:
Originally Posted by Master Knightfall
Primal Rage is hardly decent now I did 10x more damage the way it was before so it effectively becomes yet another useless elite.
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[[Primal Rage] was the worst warrior elite because it prevented you from doing +50% more damage with a 33% IAS and it disabled your whole bar. How is that good? I still wouldn't use the thing, because you still need a cancel, plus it takes your elite.
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Dec 12, 2008, 10:30 AM // 10:30
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#111
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Wilds Pathfinder
Join Date: Aug 2006
Location: Melbourne
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Ray of Judgement's new animation is pretty cool.
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Dec 12, 2008, 10:46 AM // 10:46
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#112
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Krytan Explorer
Join Date: Nov 2006
Location: Ancestral/Grenz
Guild: [CneX]
Profession: W/
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And the most broken skill in the update goes to...
Cultist's Fervor.
Either make it affect Necromancer skills, or bring back a small sac. Monking right now is ridiculously easy - I don't have to pay any attention to my energy at all. Keep a 40 HCT handy and cover it right afterward with Vig Spirit and you're gold.
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Dec 12, 2008, 10:50 AM // 10:50
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#113
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Krytan Explorer
Join Date: Aug 2008
Guild: Legion of the Feng Huang [ASH]
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Surprise surprise, Anet botched up. Cultists works on any kind of spell, instead of just necromancer spells as stated. Nerf (fix, actually) will probably be on it's way shortly. In the mean time, gogo any type of caster that can spare 10 in Blood and has 5-energy spells.
Also, monks with divine boon casting at 0 energy for great lulz.
On a less cynical note, a lot of these updates look quite good. Hundred blades definitely gives a few options for both PvP and PvE, as does Symbols of Inspiration. I'm looking forward to trying some of this stuff out tomorrow.
Last edited by Haxor; Dec 12, 2008 at 11:00 AM // 11:00..
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Dec 12, 2008, 10:52 AM // 10:52
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#114
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Jungle Guide
Join Date: Feb 2008
Location: The Shiverpeaks
Guild: [KISS]
Profession: W/
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Very nice update! Especially liked the warrior elite buffs but on overall it was a good work on anet's behalf
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Dec 12, 2008, 10:59 AM // 10:59
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#115
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Krytan Explorer
Join Date: Nov 2006
Location: Ancestral/Grenz
Guild: [CneX]
Profession: W/
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Quote:
Originally Posted by Haxor
Cultists works on any kind of spell, instead of just necromancer spells as stated.
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There's no mention of that in the skill description.
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Dec 12, 2008, 11:03 AM // 11:03
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#116
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Wilds Pathfinder
Join Date: Aug 2006
Location: Melbourne
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Quote:
Originally Posted by icedwhitemocha
There's no mention of that in the skill description.
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In game it works on all spells.
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Dec 12, 2008, 11:03 AM // 11:03
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#117
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Krytan Explorer
Join Date: Aug 2008
Guild: Legion of the Feng Huang [ASH]
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Quote:
Originally Posted by icedwhitemocha
There's no mention of that in the skill description.
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Not in the skill description, no. But in all update notes and the developer notes, it is mentioned.
Quote:
Originally Posted by Updates
=Cultist's Fervor: recharge time reduced to 15 seconds. functionality changed to: "For 20 seconds, your Necromancer spells cost -1..7 Energy to cast but you suffer from bleeding for 10 seconds each time you cast a spell."
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Even if the notes are incorrect, and the ingame description is accurate - this is what it will (and should) be changed to rather soon. Giving free spells to every profession that can have 10 points in Blood Magic is ridiculous.
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Dec 12, 2008, 11:28 AM // 11:28
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#119
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Academy Page
Join Date: Aug 2007
Guild: a Few Good Men
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Quote:
Signet of Ghostly Might: functionality changed to: "For 5..20 seconds, all spirits you control within earshot attack 33% faster and deal 5..10 additional damage.
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Does that mean the spirits don't die after 10 seconds anymore, like they did with the previous version of [Signet of Ghostly Might] ?
That would surely be nice
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Dec 12, 2008, 11:28 AM // 11:28
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#120
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Krytan Explorer
Join Date: Nov 2006
Location: Ancestral/Grenz
Guild: [CneX]
Profession: W/
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Quote:
Originally Posted by Haxor
Not in the skill description, no. But in all update notes and the developer notes, it is mentioned.
Even if the notes are incorrect, and the ingame description is accurate - this is what it will (and should) be changed to rather soon. Giving free spells to every profession that can have 10 points in Blood Magic is ridiculous.
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I agree completely - it's beyond broken. I was simply pointing out that according to the ingame description it's working correctly.
Last edited by icedwhitemocha; Dec 12, 2008 at 11:31 AM // 11:31..
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