Jun 11, 2007, 03:30 AM // 03:30
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#21
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Frost Gate Guardian
Join Date: May 2006
Guild: Saviors of [EviL]
Profession: A/
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i really wish people would stop complaining about skills that they are either a.) to lazy to wanna deal with or b.) to inept to properly deal with.
its an enchantment. shatter it. there are enough enchant removers in-game where you should have 0 problems fitting one on your bar.
thats why your characters dual classed.
on a side note, it should be moved to mysticism, but as someone said, anet would just nerf it to unusable and call it balanced. ruining yet another great skill >.>
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Jun 11, 2007, 03:44 AM // 03:44
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#22
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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Quote:
Originally Posted by ca_aok
If you really want to ruin an E/D's day, consider:
[skill]Rend Enchantments[/skill][skill]Gaze of Contempt[/skill]
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Probably not given that most of the E/D's are carrying around Obsidian Flesh. Yeah, just leave them alone, they're not gonna hurt you.
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Jun 11, 2007, 04:04 AM // 04:04
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#23
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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I like to occasionally do Fort Aspenwood (because I hate RA more), and I've most recently been using a great build.
http://www.pvxwiki.com/wiki/Build:N/any_Bonder%27s_Bane
Best part about the build is that it makes E/D tanks squirm. I once caused a person to leave because I kept ripping through their enchantments. Also, it's even able to kill off most targets (though mesmers and necros can pose a threat).
Seriously, not enough people bring along an enchantment remover in RA. That's why the E/D build works so well.
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Jun 11, 2007, 04:12 AM // 04:12
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#24
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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I think dervishes would be all over the place as splitters if regen was moved to mysticism. Not that this is necessarily a bad thing, rather tired of cripslash myself.
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Jun 11, 2007, 05:01 AM // 05:01
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#25
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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iirc, isn't Stoneflesh Aura a good part of the E/D problem?
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Jun 11, 2007, 05:14 AM // 05:14
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#26
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Forge Runner
Join Date: Jan 2006
Guild: [HiDe]
Profession: W/
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I only use it for droks running (putting it in Mysticism here will actually better me) and Mo/D 55 builds. Putting it in Mysticism would make the areas I use the Mo/D build in, a bit tougher, but probably still doable. But it does not need a regen pip nerf, not at all. It also doesn't need to have more energy added or the cast time to be nerfed. Recharge can be upped to 15 or so, but anything else and I probably wouldn't even use the skill anymore.
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Jun 11, 2007, 05:19 AM // 05:19
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#27
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Originally Posted by Curse You
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Oooh, sweet build. Now I'm seriously thinking about taking that into AB myself, thanks!
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Jun 11, 2007, 05:26 AM // 05:26
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#28
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Frost Gate Guardian
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Quote:
Originally Posted by Curse You
Seriously, not enough people bring along an enchantment remover in RA. That's why the E/D build works so well.
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I hope ArenaNet never does something as stupid as nerf skills based on RA. There are so many counters to it that it is kinda sad. Also, as someone else stated, "Stoneflesh Aura" is the biggest part of the build so interrupt it or strip it after they put it up and they become much easier to kill.
As for "Mystic Regen" it should stay in Earth Prayers so that it is viable for other classes as well. There are more than enough counters for it so it is far from overpowered.
So what is the problem people have with such a simple build and skill?
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Jun 11, 2007, 05:51 AM // 05:51
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#29
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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not to forget energy denial, but ell, just save the sexy lawn ornament for last and don't bother. This is obviously the player's fault and not anet's. Why do people run lame defensive crap that doesnt kill? that alone is miles beside the point of PvP (which is: killing other players).
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Jun 11, 2007, 06:02 AM // 06:02
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#30
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Legendary Korean
Join Date: Aug 2006
Guild: The Benecia Renovatio [RenO]
Profession: W/
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Enchant removal.
Interrupts.
Knockdowns.
Hexes.
Energy Denial.
Shutdown.
Time your skills.
Mystic Regeneration is a great skill as it is, just look at Cry's (I think) air ele with dual attune- works like a charm. For this reason it shouldn't be moved to Mysticism.
PS: If you run the E/D earth ele in RA with your only motive being to "tank" and force teams to quit learn to play or keep out of PvP.
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Jun 11, 2007, 06:05 AM // 06:05
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#31
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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Quote:
Originally Posted by lyra_song
Powerful effect. Big price.
I was ABing a bit this weekend and ran into quite a few E/Ds, A/Ds, and such running enchantment builds with mystic regen.
Its not that hard to kill....
Poison + Burning Arrow + Bleeding + Savage shot mystic regen = Dead
Relying on enchantments itsself leaves you open to counters to enchantments.
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How exactly are you gonna achieve that?
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Jun 11, 2007, 06:11 AM // 06:11
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#32
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Krytan Explorer
Join Date: Sep 2006
Location: Dead Isle
Guild: Farmers Of Woe [FoW]
Profession: W/
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Quote:
Originally Posted by Mad King Corn
Please leave this skill alone, it has farming uses and I would hate to see it ruined.
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Too late. This skill will be seeing a coffin soon. More and more players are complaining about it's bad use in PvP.
Echo ShadowForm. Nerf it.
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Jun 11, 2007, 06:12 AM // 06:12
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#33
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Wilds Pathfinder
Join Date: Aug 2006
Location: California
Guild: Swords of Night & Day [SWRD]
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If A-net even thinks about nerfing this one, then they should immediately move it to Mysticism. Leave it as is, but it should be moved to Mysticism. I definitely agree with those people; and no there is enough rend enchantments skills to worry about then having something else be nerfed to the ground.
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Jun 11, 2007, 06:34 AM // 06:34
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#34
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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I don't really have a problem with Mystic in RA. 99.9% of people I see using it are playing garbage tank builds which are no threat. My favorite is the stone daggers tank ele. D shot or Diversion their daggers and they just stand there like fools. Leave them until last and then kill them when their team is dead. If you can't kill them then, it's time to rethink your builds.
I would agree that shadow form is an annoyance, though; Especially considering the lack of viable non-spell enchant removal.
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Jun 11, 2007, 06:47 AM // 06:47
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#35
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Wilds Pathfinder
Join Date: Jun 2006
Location: Zul'Aman
Guild: Umes Uranger U[bot]
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Leave Mystic Regen alone, or move it to Mysticism...
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Jun 11, 2007, 06:51 AM // 06:51
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#36
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Forge Runner
Join Date: Nov 2006
Location: US
Guild: Its Rainning Fame Hallelujah[伞回伞], also as guild leader
Profession: N/
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i do hate the mystic regen as well, but on the other hand there are plenty skills and builds are hated by many ppl for a long time and havent changed yet. i agree with others to move the regen to the mysticism, therefore it can greatly reduce the number of the E/D in TA/RA, and at the same time wont hurt normal D/X use for running or solo farming etc.
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Jun 11, 2007, 08:47 AM // 08:47
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#37
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Wilds Pathfinder
Join Date: Dec 2006
Location: Grand Line
Guild: Plz Use R Instead of Q for [req]
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I like to play [skill]shattering assault[/skill] in RA and it owns mystic regen tanks wannabee (E/D or D/x), thought [skill]temple strike[/skill] used to be a good choice as well
against shadow form, since it is an elite skill, it means the guy using it likely won't have enough killing power to take you down before shadow form wears off (kite if needed), even if he tries to [skill]feigned neutrality[/skill] then, [skill]shattering assault[/skill] still owns it
my 2cts
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Jun 11, 2007, 08:51 AM // 08:51
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#38
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Jungle Guide
Join Date: Apr 2005
Location: Hell. AKA Phoenix, AZ
Guild: The Gear Trick [GEAR]
Profession: W/A
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Quote:
Originally Posted by KartMan
I like to play [skill]shattering assault[/skill] in RA and it owns mystic regen tanks wannabee (E/D or D/x), thought [skill]temple strike[/skill] used to be a good choice as well
against shadow form, since it is an elite skill, it means the guy using it likely won't have enough killing power to take you down before shadow form wears off (kite if needed), even if he tries to [skill]feigned neutrality[/skill] then, [skill]shattering assault[/skill] still owns it
my 2cts
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assuming they don't have a cover enchantment, which if they're worth killing at all, they probably do.
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Jun 11, 2007, 09:03 AM // 09:03
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#39
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Quote:
Originally Posted by Chthon
Newsflash: E/D tanks have zero offense. You are never in danger of losing because of one. Just ignore it and kill the rest of its team. Between 4 members on your team, I'm sure you can think of some way to deal with a zero-offense, self-snared, lump coated with enchantments and a critical spell with a 2-sec cast.
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Your statement is not true. Unless any Earth Ele with 16 earth is not a threat at all.
Stone dagger has low but decent DPS since its buff. Anyway, what spam skill has lower DPS in ele lines? Flare? Not even this. Most E/D carry Obsidian flame and sorry, at 16 earth, in assisting any warrior or whatever spike, this skill hurts. Sand storm has been nerfed, but it was creating havoc among spirit camping rits: the E/D was invincible, threw in the spirit camp and destroyed spirit nests with Sandstorm, Churning Earth and etc...
Then you have the double earthquake ele with glyph of energy. AoE damage + disruption. Letting this guy unharmed or uninterrupted is suicidal.
Yes E/D have less offense and disruption capabilities than most other eles (water, fire and air). But certainly not less than any other earth ele.
After all in GvG, the self surviving skills (AoEarth, S-Aura, and MRegen) are replaced by team-based surviving skills: wards.
Would you say a warder earth ele has no offense?
I don't think so.
In some ("lower" would say hardcore PvPers) forms of PvP, like AB, wherre mobility is really important, Earthtank ele are just great for solo-capping. Even in HB I used some to cap without any fear some shrines, even if an opponent was ambushing me.
Is mystic regen is too powerful? I would say yes. Its cast time makes it uninterruptable, unlike Lyra seemed to say, even under dazed, interrupting a 0.5sec cast is luck only. It recharges in 5 secs, making most disenchants, with a higher recharge useless.
It is a perfect cover enchant, (yes I didn't say self heal I said cover enchant), which allows to protect your frail ele enchants like attunements while giving you a very nice regen.
Long unlinked duration, utra fast cast, ridiculous recharge, max regen for a minimal attribute investment? Not overpowered? Bah, I will still take it for covering my enchants for every of my casters that needs it, then.
PS: If people saying MR is fine would remind me of a better cover enchant, please...
Last edited by glountz; Jun 11, 2007 at 09:42 AM // 09:42..
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Jun 11, 2007, 09:18 AM // 09:18
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#40
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Wilds Pathfinder
Join Date: Dec 2006
Location: Grand Line
Guild: Plz Use R Instead of Q for [req]
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Quote:
Originally Posted by Miral
assuming they don't have a cover enchantment, which if they're worth killing at all, they probably do.
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shattering assault is a dual attack, so it removes 2 enchants, also it cannot be blocked so bye bye sliver armor or other blocking stuff, the only trouble is blind/miss from hex.
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