Feb 07, 2008, 06:29 PM // 18:29
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#261
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Forge Runner
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I do not see the benefit for necros with the blood magic skills.
OoB is now 9 energy at 1 costs (+8 gain) at ZERO blood magic for 20% life sac every 15 or less seconds.
This might bring it back as monk energy management.
But the others skills?
Wallow's Bite - Vampiric Bite - Touch of Agony - Vampiric Touch.
1-5-1-5 energy
This cries: TOUCH RANGER. Not a problematic build, they just extended the chain to a 4 touch skills in even faster succession.
But this, including plague touch, is so much more useful for Necromancer Secondaries than Necromancers themselves!
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Feb 07, 2008, 06:51 PM // 18:51
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#262
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Krytan Explorer
Join Date: May 2007
Profession: P/
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1e casts?!! For a class that really doesn't have an energy problem? huh??
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Feb 07, 2008, 07:04 PM // 19:04
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#263
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Furnace Stoker
Join Date: May 2006
Profession: R/
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Quote:
Originally Posted by Longasc
But the others skills?
Wallow's Bite - Vampiric Bite - Touch of Agony - Vampiric Touch.
1-5-1-5 energy
This cries: TOUCH RANGER. Not a problematic build, they just extended the chain to a 4 touch skills in even faster succession.
But this, including plague touch, is so much more useful for Necromancer Secondaries than Necromancers themselves!
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Right. So, they lose their stances I suppose, or their long range spells, they hurt themselves when they touch, and they really don't do any more damage than they did before. Actually, they're doing less damage, cause the vamps deal more than the other touches. It's not like energy was a huge problem for touchers in the first place, so to me, putting wallow's and touch of agony on their bar would just be gimping their survivability without helping them at all. Vamp Touch and Bite could already be spammed as fast as possible, so no, the build isn't even any faster with the new touches.
And plague touch still needs 4 levels in blood to even get 2 conditions off of the toucher. That means taking a level out of either blood or expertise. Worth the trade? Not sure, but if you call that a buff, it's only barely.
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Feb 07, 2008, 07:34 PM // 19:34
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#264
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Frost Gate Guardian
Join Date: Apr 2007
Guild: Three Feet Below Sea [LevL]
Profession: D/Mo
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mystic regen is bs. they should have just moved it to mysticism to stop abuse, now it kinda sucks all the way around. too expensive with a crappy return. better now to make d/mo and run restful breeze. at least with it you get 10 pips of regen.
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Feb 07, 2008, 07:59 PM // 19:59
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#265
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Wilds Pathfinder
Join Date: Jun 2005
Profession: W/
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This page really is becoming my favorite monthly satire.
The game is becoming a parody of itself.
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Feb 07, 2008, 08:09 PM // 20:09
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#266
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Lion's Arch Merchant
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Quote:
Originally Posted by Tarkin
[skill]Vampiric Spirit[/skill] + Masochism , Enchantment Spell. For 30 seconds, you gain 1...3 Energy whenever you sacrifice Health. + [skill]Dark Aura[/skill] + [skill]Dark Pact[/skill] + [skill]Touch of Agony[/skill]
= deadly combo? 300 damage in less 1 second?
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Touch of Agony is a skill, so it will not trigger Vampiric Spirit. Reguardless, I think more energy is the last thing they need to give to necros. The next skill change will probably nerf general necro energy management skills really hard, to compensate for these current energy decreases. BTW, I use three of the bluffed skills and these changes will transform me into a slaying machine... Thank you ANet but I would prefer to remain a mere moral, so that your nerf bat does not come down and smack my @$$ in the future.
Last edited by The Fox; Feb 07, 2008 at 08:45 PM // 20:45..
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Feb 07, 2008, 08:10 PM // 20:10
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#267
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Wilds Pathfinder
Join Date: May 2006
Location: Mexico
Guild: La Legion del Dragon [LD]
Profession: E/
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Quote:
Originally Posted by Morgoth the dark
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lol
you realize that after getting gazed your net energy gain with mind blast is only 3 energy right? and yes, you can reapply all your enchants but the attunement if you just applied them, that would make you spend 35 nrg almost rending mind blast useless because of the lack of high energy
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Feb 07, 2008, 08:16 PM // 20:16
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#268
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
OoB is now 9 energy at 1 costs (+8 gain) at ZERO blood magic for 20% life sac every 15 or less seconds.
This might bring it back as monk energy management.
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The energy cost of OoB was never a problem. It's the 20% health sacrifice. It's still a dangerous skill to run on a monk.
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Feb 07, 2008, 08:19 PM // 20:19
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#269
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Desert Nomad
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Quote:
Originally Posted by Arkantos
The energy cost of OoB was never a problem. It's the 20% health sacrifice. It's still a dangerous skill to run on a monk.
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that, and we finally got monk elites
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Feb 07, 2008, 08:32 PM // 20:32
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#270
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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 Arkantos
The energy cost of OoB was never a problem. It's the 20% health sacrifice. It's still a dangerous skill to run on a monk.
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But now you can easily offset sac with simple 5e heal.
Still not worth it with modern elites thou.
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Feb 07, 2008, 08:40 PM // 20:40
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#271
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IRC W H O R E
Join Date: Feb 2006
Location: Australian Trolling Crew HQ, rightful leader and administration
Guild: Yale University [Snow]
Profession: W/
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YES I CAN NOW USE DARK PACT AND NOT RUN OUT OF ENERGY ITS QUITE A LOT OF DPs
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Feb 07, 2008, 08:46 PM // 20:46
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#272
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Ascalonian Squire
Join Date: Sep 2007
Location: Canada
Guild: Murdering All Malicious Enemies [MAME]
Profession: E/
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i noticed the Divine Healing change yesterday, omg i was so angry, theres like no good heal all spells now.
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Feb 07, 2008, 09:19 PM // 21:19
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#273
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Wilds Pathfinder
Join Date: Jan 2006
Guild: Fool Wolves
Profession: W/Mo
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Well I hanen't done it for months, but I tried the same ole Mo/D 55 build in GoK and I have to admit that I commend people for thinking when they changed mystic regen. I only tried it the once, still managed the usual run (out, down behind the shack, over to the gates and back around to the bosses) without dying. Mind you it had to be worked a lot harder and was slower (allowing more time to regen energy fully before taking on ceratin groups).
In a number of places you had to play chicken with your health bar, sitting and allowing the degen to waste away at your 55 HP before firing off any low energy or cycled skill to let the divine favour heal bonus top up your health bar.
The point that I would make is that they didnt kill off that standard build, but they made it hard work. That means that some people are going to have to get better skilled at this run. More importantly, it would be much harder to BOT the run because BOT program I assume will just be firing off spells based on recharge timings. I am thinking that BOT's are going to struggle as a result.
I do suspect that this is going to cut down the farming options outside GOK though, so there is going to a lot of searching for new farming builds.
As to the concept of shifting it to mysticism, that would kill off its use entirely for a large part of the farming population. I don't mind making it less bulletproof, making people work harder, and making trouble for BOT's, but killing it off entirely for anything other than D/Mo would be out and out nerf bat.
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Feb 07, 2008, 11:00 PM // 23:00
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#274
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by The Fox
The next skill change will probably nerf general necro energy management skills really hard, to compensate for these current energy decreases.
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It's not like they have much in the way of general e-management in the first place...
Quote:
Originally Posted by Zahr Dalsk
The main reason though is that earth tank elementalists abuse the skill but a Dervish should still be able to use it.
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Wouldn't the "Earth tank" part be the problem, then, rather than Mystic Regen?
I suppose this is it for the Ruins of Morah run, though. Good thing all my characters got through long ago...
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Feb 08, 2008, 12:07 AM // 00:07
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#275
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Jungle Guide
Join Date: Sep 2007
Guild: Untimely Demise [Err了] - SOHK
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As for Mystic Regen ruining builds, I would disagree, the 55s will just go back to Mending and Healing Breeze, it takes 2 skills to correct this issue, but it just changes things back that direction, so often in 55 bars there is an optional spot for utility anyway, it will indeed slow the farms down though as that utility slot tended to speed up the farms for me as I tended to add more damage
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Feb 08, 2008, 12:23 AM // 00:23
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#276
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Take a look at this shot for the Mo/DThis page down a few posts
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Feb 08, 2008, 03:15 AM // 03:15
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#277
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Desert Nomad
Join Date: Dec 2007
Location: somewhere over the rainbow....
Profession: A/
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ther is a insane amount of vamp spirit touchers in ta now blood magic buff ftw
only bad nerf in here was pleak
poor gvg mezzys
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Feb 08, 2008, 03:45 AM // 03:45
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#278
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Jungle Guide
Join Date: Sep 2005
Guild: Nova Alliance
Profession: Me/
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Inpetitude. I've been playing an Ineptitude build of one fashion or another since the Fire islands, 3 games ago.
Thanks anet for making me take it up the back end after close to 3 years. First my Surge/Burn build got nerfed in the AoE update, and now this one.
Again, my deepest thanks for destroying my favorite build. I suck at interupting, energy denial is crap in PVE, so tell me what I'm supposed to do now?
Could you atleast freaking decrease the recharge time on it? It lasts for 4 seconds and recharges for 20.
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Feb 08, 2008, 04:09 AM // 04:09
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#279
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Lion's Arch Merchant
Join Date: Apr 2007
Profession: Mo/
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Quote:
Originally Posted by Arcanis the Omnipotent
Again, my deepest thanks for destroying my favorite build. I suck at interupting, energy denial is crap in PVE, so tell me what I'm supposed to do now?
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Not play a skill based class?
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Feb 08, 2008, 04:13 AM // 04:13
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#280
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Jungle Guide
Join Date: Sep 2005
Guild: Nova Alliance
Profession: Me/
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Quote:
Originally Posted by Productivity
Not play a skill based class?
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Yes, that's what I should do. Delete the first character I created because PVP people pissed and moaned again.
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