Aug 08, 2008, 07:41 AM // 07:41
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#301
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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Talk about the one to Order of undeath when it was a fine skill.
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Aug 08, 2008, 07:51 AM // 07:51
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#302
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Jungle Guide
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Quote:
Originally Posted by Yang Whirlwind
1. At least you will have to use 8 skills again.
2. At least you will play a role on the team that corresponds with the profession you have chosen to play.
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Irrelevant for everyone who doesn´t get into Pugs now, because he plays the "wrong" build.
Quote:
Originally Posted by R.Shayne
The farmers have already adapted, they are switching to solo builds and pulling ecto like crazy again so go cry for another nerf to SF.
To those that complained so loudly to ANET for a nerf (even I felt was needed but never backed it) go tell the people in ToA that are looking for a group how much you accomplished with your complaining.
To those rage quiting, take a deep breath please, relax and don't leave. I know several friends that are putting the final touches on some team builds that look promising for UW speed clear.
Like it or not the elitist on this site need you if they wish to continue playing guild wars.
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Is the last sentence sarcasm?
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Aug 08, 2008, 07:56 AM // 07:56
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#303
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Quote:
Originally Posted by Moloch Vein
The changes to the Xinrae spells were f*cking retarded.
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I'm going to have to go and agree with you on that one.
With that ANet just exhumed the corpse of Communing to dig an even deeper hole to bury it in.
I'm enjoying how every sunspear skill other than Intensity got a buff. Maybe they couldn't find where they buried it a few hours after Sunspear skills were introduced.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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Aug 08, 2008, 07:58 AM // 07:58
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#304
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Desert Nomad
Join Date: May 2008
Location: Blackwater Park
Guild: MpF
Profession: P/
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NIce updates for the UW.....i go to find another tactic for farming Chaos Plains with my dervish.....
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Aug 08, 2008, 08:01 AM // 08:01
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#305
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Jungle Guide
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Quote:
Originally Posted by Lady Raenef
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Has anyone had a problem with heroes having the tendency of running the opposite direction of you after you unflag them?
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Most of the time, and that has been in the game for a long time.
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Aug 08, 2008, 08:03 AM // 08:03
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#306
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by Moloch Vein
The changes to the Xinrae spells were f*cking retarded.
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Please elaborate.
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Aug 08, 2008, 08:04 AM // 08:04
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#307
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Lion's Arch Merchant
Join Date: Jul 2007
Location: GMT+8
Guild: The Elite Guard of Tyria (TEGO)
Profession: Mo/
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i didn't read all the 16 pages post... so in relation to the buff to Master of Magic, will we see increase in the energy storage runes, and prismatic insignia may be ?
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Aug 08, 2008, 08:07 AM // 08:07
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#308
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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I like the change. A bit too few Mesmer pve changes, but whatever.
They didn't actually buff the pve-only skills. They made it so there is very little difference between r2 and r8. My Ranger with r2 norn and r0 on everything is happy.
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Aug 08, 2008, 08:40 AM // 08:40
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#309
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Forge Runner
Join Date: Sep 2006
Location: Blighty
Guild: The Legion of the Blue Blade
Profession: R/Mo
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[build prof=A/R box criticalstrikes=12+1+1 Marksmanship=12][Way Of The Assassin][Way Of The Master][Critical Eye][Sundering Attack][Penetrating Attack][Distracting Shot][Read The Wind][Resurrection Signet][/build]
New turret ranger? 2 of these at the stand in GvG (especially with holding the flagstand becoming more important) could be a little bit nasty.
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Aug 08, 2008, 08:56 AM // 08:56
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#310
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Furnace Stoker
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That won't be used at stand imo, if simply because there is a better weapon to use WotA with.
(Scythes)
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Aug 08, 2008, 09:07 AM // 09:07
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#311
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Ascalonian Squire
Join Date: Jul 2006
Location: Munich, Germany
Guild: The Chaos Theorie
Profession: Mo/
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Quote:
Originally Posted by Celestial Beaver
I'm going to have to go and agree with you on that one.
With that ANet just exhumed the corpse of Communing to dig an even deeper hole to bury it in.
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Agreed. I am glad I stopped wasting time on my ritualist and level both a monk and an elementalist. ANet might as well delete the ritualist profession for good.
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Aug 08, 2008, 09:09 AM // 09:09
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#312
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Quote:
Originally Posted by zwei2stein
Please elaborate.
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The Xinrae spells had a unique effect. Instead of elaborating and balancing these effects, they decided to make them into 1: A second version of Weapon of Remedy, and 2: a beyond-awful damage prevention method (yay, I can only take 120 damage per hit!) plus a possible Rt Bloodspike.
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Aug 08, 2008, 09:11 AM // 09:11
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#313
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Frost Gate Guardian
Join Date: Aug 2007
Guild: Something something... [GoDT]
Profession: Mo/Me
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No change for amity? Always longed to see that skill used for something other than a little laugh....yay otherwise
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Aug 08, 2008, 09:22 AM // 09:22
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#314
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Furnace Stoker
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Quote:
Originally Posted by Moloch Vein
The Xinrae spells had a unique effect. Instead of elaborating and balancing these effects, they decided to make them into 1: A second version of Weapon of Remedy, and 2: a beyond-awful damage prevention method (yay, I can only take 120 damage per hit!) plus a possible Rt Bloodspike.
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I'm going to be honest with you and say that I think those couple changes were done to get rits into more PUGGing parties in PvE (where PS effects are needed if you want to not die so fast) imo. I wish they would have kept the massive functionality differences separated in PvE/PvP but there's no actual reason to.
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Aug 08, 2008, 09:23 AM // 09:23
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#315
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Desert Nomad
Join Date: Aug 2006
Profession: Mo/N
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Lots of buffs to never used skills and only a few nerfs. It's hard not to like this.
And i really like what they did to lightbringer signet. No more need for my monk to use signet of lesser energy in DoA and time to use something more fitting for killing demons.
Last edited by EPO Bot; Aug 08, 2008 at 09:31 AM // 09:31..
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Aug 08, 2008, 09:25 AM // 09:25
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#316
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by Moloch Vein
The Xinrae spells had a unique effect. Instead of elaborating and balancing these effects, they decided to make them into 1: A second version of Weapon of Remedy, and 2: a beyond-awful damage prevention method (yay, I can only take 120 damage per hit!) plus a possible Rt Bloodspike.
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Xinrae effect was unique, but that didn't make it good. Having elite weapon skill that's only useful if other team runs single colored spell-based spike is basically worst case of build wars. And there it would border on "win" button if it actually was useful. And pot was just lol skill... only usable if you abuse ai in pve.
Xinrae pot is kinda stupid, but we have several on-drop damage pots already. Its not like they can't up % and drop life steal, but Weapon is very good skill now.
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Aug 08, 2008, 09:26 AM // 09:26
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#317
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Lion's Arch Merchant
Join Date: May 2007
Profession: W/
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o_O They buffed pain inverter....Goody ^_^. Watching powerful monsters kill themselves in 2 seconds was more fun than 1,2,1,1,1(UB).
I predict economy collapse even more....
Last edited by thral; Aug 08, 2008 at 09:29 AM // 09:29..
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Aug 08, 2008, 09:28 AM // 09:28
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#318
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Banned
Join Date: Jan 2006
Location: Western Australia
Guild: [ICE]
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Quote:
Originally Posted by Moloch Vein
The Xinrae spells had a unique effect. Instead of elaborating and balancing these effects, they decided to make them into 1: A second version of Weapon of Remedy, and 2: a beyond-awful damage prevention method (yay, I can only take 120 damage per hit!) plus a possible Rt Bloodspike.
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Too bloody right.
It was insane fun running around in AB/TA with four ritualists; one using Xinrae's Weapon / Spirits; one using Defiant was Xinrae / Channeling; one using Weapon of Remedy (basic WoR healer); and another using Spirit's Strength / Scythe skills. When the DwX rit had X'sW cast on them, you'd be looking at an insane amount of shutdown for whatever spells were cast on that rit - worked awesomely when more than one enemy had that spell equipped.
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Aug 08, 2008, 09:29 AM // 09:29
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#319
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Quote:
Originally Posted by DarkNecrid
I'm going to be honest with you and say that I think those couple changes were done to get rits into more PUGGing parties in PvE (where PS effects are needed if you want to not die so fast) imo. I wish they would have kept the massive functionality differences separated in PvE/PvP but there's no actual reason to.
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It's a hopeless change to achieve that goal. DwX is now a one-man Protective Spirit that is twice as bad. Sure, Xinrae's Weapon effect reduce to 5%, but it ends on one hit. Weapon of Remedy is STILL probably stronger in PvE, but not certain.
Quote:
Originally Posted by zwei2stein
Xinrae effect was unique, but that didn't make it good. Having elite weapon skill that's only useful if other team runs single colored spell-based spike is basically worst case of build wars.
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That's why it should've been altered slightly to be more useful versus balanced builds while still retaining the "stop-lamer-build-button-is-HERE" function. The changes they actually made were very uninspired.
Last edited by Moloch Vein; Aug 08, 2008 at 09:34 AM // 09:34..
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Aug 08, 2008, 10:20 AM // 10:20
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#320
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Lion's Arch Merchant
Join Date: Apr 2007
Location: UK
Guild: I use to love CB :(
Profession: Mo/
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Quote:
Originally Posted by R.Shayne
The farmers have already adapted, they are switching to solo builds and pulling ecto like crazy again so go cry for another nerf to SF.
To those that complained so loudly to ANET for a nerf (even I felt was needed but never backed it) go tell the people in ToA that are looking for a group how much you accomplished with your complaining.
To those rage quiting, take a deep breath please, relax and don't leave. I know several friends that are putting the final touches on some team builds that look promising for UW speed clear.
Like it or not the elitist on this site need you if they wish to continue playing guild wars.
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QFT - Anet have been listening to folks who believe they are elite players, know what is good for the game (in their own playing experience/group), funny that they forget that this game is played by thousands of people, different styles, different levels, areas and the elitists are a fraction of the game population and yet seem to command a high % of A-Net dev time. I really hope people are not going to rage and leave, we need people to keep playing and towards GW2.
Simply said, I have liked what A-Net have done to all their campaigns, the flavour, style, skills and whilst there are some issues, every game has them, I am concered that by listening to a vocal minority that negative impact is minimised to GW and GW2.
The simple thing is, regardless of buffs, nerfs, changes and balance people will find the next build and run with it, some folks will not be around for that and it is a shame, whilst the elitists have already stopped playing or moved on, those who remain simply seem to be QQ about anything that they can because they just hate A-net and really have no idea about game development, consumers, resourcing, planning, consumer experience, satisfaction and loyalty.
A-Net, you really do not need the input of elitists, this is your game, your product, and your vision which you are sharing with us, that I am pleased to be part of. Keep your passion for Guild Wars that we know you have to create breath taking world, lands, people, missions, creatures, characters and challenges, even innovative skills. Simply do what you believe is the best for Guild Wars and not just a certain fraction of the gaming population.
Anyway, back to having fun - AB Weekend- AWESOME!
Silver
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