Dec 03, 2007, 07:08 PM // 19:08
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#141
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Jungle Guide
Join Date: Jul 2006
Location: The edge of reason
Guild: I don't play any more.
Profession: W/E
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IMHO there isn't much of anything wrong with Mystic Regen - except that it should be moved into Mysticism, perhaps.
The only trouble I've ever had in ABs was when an invinciele sat on a shrine I was trying to solo cap. Sure, I almost always play a ranger so I usually stuff his face with interrupts, but sometimes I play my Dervish or my ele and it does get a little annoying...
The main places were invincieles pop up are RA and AB. My suggestion to all of you who have trouble with them, add a little bit of strangeness into your skillbar. If you're not sure what to put for the last one, bring a skill that could remove enchants (example: in AB, a minion master who can't figure out what his last skill should be so he throws in Strip Enchantment or Rend Enchantments...) Even if you don't think it fits in with the "spirit" of your build, it shouldn't really matter. After all, this is casual PvP, where every other Warrior has enough equipped spells to make a library and gimmicky or outright "Wtf?" builds rule the day.
I've monked Luxon Aspenwood with Strip Enchant on my skillbar, I've played a few rounds in RA on an Illusion mesmer with shatter enchant.. Get creative, and start making those invincieles cry.
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Dec 03, 2007, 07:12 PM // 19:12
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#142
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Wilds Pathfinder
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[skill]expunge enchantments[/skill] brings me great joy
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Dec 03, 2007, 07:14 PM // 19:14
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#143
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Quote:
Originally Posted by Buzzer
Shadow Form has a bad mechanic and shouldn'tve been made.
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>.> You mean Like spell breaker and Vow of Silence and Mist Form?
Also
Spirit of Disenchantment = Good Freaking Game. to Mystic regen SF.
Also Mystic regen isn't all its cracked up to be
Regen isn't as great as Straight out healing is (when there together there great)
If your not dishing out enough damage to deal with 20 health per second, Shame on you.
Last edited by ensoriki; Dec 03, 2007 at 07:17 PM // 19:17..
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Dec 03, 2007, 07:34 PM // 19:34
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#145
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Wilds Pathfinder
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Try taking down a minion master who only takes 12.5% dmg, cant take conditions, and has the 10 hp regen.... Even though u can try to counter it with massive enchantment removal... thinking of all the other nerfed skills that had counters... Ex: Jagged bones, ZB, Ether Renewal, Zealots Fire, etc... These skills were still overpowering even with counters.
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Dec 03, 2007, 07:40 PM // 19:40
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#146
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Jungle Guide
Join Date: Jul 2006
Location: The edge of reason
Guild: I don't play any more.
Profession: W/E
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Unorthodox solution coming: Kill the minions. No minions means nothing from Dark Bond.
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Dec 03, 2007, 07:59 PM // 19:59
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#147
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Forge Runner
Join Date: Sep 2005
Location: Uk,Wales
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For mass Enchatment Removal
[skill]Lingering Curse[/skill]
[skill]Rend Enchantments[/skill]
[skill]Assault Enchantments[/skill]
[skill]Gaze of Contempt[/skill]
[skill]Expunge Enchantments[/skill]
[skill]Signet of Twilight[/skill]
[skill]Test of Faith[/skill]
I often Run with signet of twilight with my necro or mesmer =]
also Rend Enchantments i amazing when taking on non monk enchanted people in AB even with 0 in the attribute (derv tanks, e/d tanks etc)
Last edited by dont feel no pain; Dec 03, 2007 at 08:02 PM // 20:02..
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Dec 03, 2007, 08:25 PM // 20:25
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#148
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Maryland/DC Area
Guild: Farmers Unite [FU]
Profession: W/
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Why gimp a skill because you are too stubborn to bring a counter.
What you feel is not fun is fun to someone else.
Figure out a way to bring an effective counter (if you refuse to use any of the many skills tailored for countering enchants).
Critical thinking has uses in real life too.
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Dec 03, 2007, 08:25 PM // 20:25
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#149
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Hall Hero
Join Date: Aug 2005
Profession: E/
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You know, when NF first came out I thought Mystic Regen should be nerfed.
But now, a year later, I've gotten to relize that this skill is far from "overpowered." It can be annoying to have those "invincible" players in RA/AB, but most of my builds have at least some sort of hexing, interupting, or enchantment removal already anyway.
Really, mystic regen is an okay skill (fast recharge, with the right team build can be a cheap heal), but it is no more overpowered then say... troll uguent (which, while lasting for less and casting much slower, can't be striped and isn't dependent on enchantments).
It's popular with scrub builds... but that doesn't mean its overpowered.
Oh... and the thing is, mystic regen is really only good because it has such a quick recharge time that enchantment strips can't keep up with it being reapplied. But even so, you should be able to kill through +10 regen with your teammates.
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Dec 03, 2007, 08:31 PM // 20:31
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#150
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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Mystic Regeneration has become a far too dependant skill to nerf.
-55's use it on Mo/D's to farm areas a lot, due to the cost of healing prayers points for it to be nearly effective to use Healing Breeze.
-130 Dervishes use it, however, moving it to the mysticism line wouldn't effect that too much.
-E/D's use it as a very popular Terra Tank PvE skill
-A/D's with Mystic Regeneration, and a few critical enchantments are very good builds to play in PvP.
The list goes on.
I don't think only because it can be chained to an invincable elementalist build in RA or TA that it deserves to be nerfed. There are existing ways to deal with them, and they don't do very much damage anyway, as most earth skills cost a high energy demand to do enough damage, and the exaustion from Obsidian Flame is way too much to handle when you're running an enchantment heavy build that you keep having to recast over and over. If they could actually chain a high DPS spike without exaustion or worrying about energy then there'd be reason to nerf something on their bar, but as it stands, they're not nearly enough of a threat to do much about it.
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Dec 03, 2007, 08:35 PM // 20:35
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#151
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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Gaze of Contempt, Shattering Assault, or Assasult Enchantments. On the one hand, yes it forces you to use a certain class to counter a specific build, but on the other, if the build is that prevalent, then you should expect to see it and build to stop it. Personally, I love making an enchant-heavy player totally naked with Gaze. As was said, it's a very under-appreciated skill.
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Dec 03, 2007, 08:37 PM // 20:37
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#152
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Lion's Arch Merchant
Join Date: Sep 2006
Location: NYC
Guild: Governors Of Destruction [GOD]
Profession: E/
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No it isn't about time. The methods of dealing with mystic regen still work - just like they did in June when this thread was last active.
Move along, there is nothing to see here.....
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Dec 03, 2007, 08:40 PM // 20:40
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#153
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Lady Fie
Join Date: Aug 2005
Location: Sapporo
Guild: Tha Skulls [Ts]
Profession: D/W
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Okay, I really don't get this....at all. For all the people complaining that it should be in Mysticism, what's your logic? Is there any? Or did you just see the 'Mystic' part and stop thinking there? A LOT of the skills in the Earth Prayers branch deal with regaining/increasing health, and preventing damage. MR belongs in the earth branch. Wind Prayers and Mysticism already have decent healing skills in place, so I ask this: What's putting it in Mysticism gonna change? People that put points in EP solely for MR will have them free to drop into another branch. You think it sucks now? Try taking on a Faithful Int./Watchful Int./MR Derv.
Don't get me wrong, I do think this skill needs to be reworked, but simply changing it's attribute isn't gonna accomplish anything.
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Dec 03, 2007, 08:41 PM // 20:41
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#154
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Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
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We aren't going to nerf every single skill because some idiots can't counter it in RA. Next thing you know, people are going to want monk spells to have more energy cost because "I can't seem to solo a team of 4 people because the monks keep healing them."
This is a TEAM GAME. If your team can't kill a Earth Tanker that doesn't do crap if you just walk away (which isn't hard considering he snared himself), it's not the skills that needs help, it's you and your retarded teammates.
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Dec 03, 2007, 08:44 PM // 20:44
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#155
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Desert Nomad
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Quote:
Originally Posted by Sister Rosette
Okay, I really don't get this....at all. For all the people complaining that it should be in Mysticism, what's your logic? Is there any? Or did you just see the 'Mystic' part and stop thinking there? A LOT of the skills in the Earth Prayers branch deal with regaining/increasing health, and preventing damage. MR belongs in the earth branch. Wind Prayers and Mysticism already have decent healing skills in place, so I ask this: What's putting it in Mysticism gonna change? People that put points in EP solely for MR will have them free to drop into another branch. You think it sucks now? Try taking on a Faithful Int./Watchful Int./MR Derv.
Don't get me wrong, I do think this skill needs to be reworked, but simply changing it's attribute isn't gonna accomplish anything.
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E/D tanks mainly, stacking up 4-5 defensive enchants + mystic regen = tanking
only thing most people forget: tanks don't deal damage, ignore them ..
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Dec 03, 2007, 08:44 PM // 20:44
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#156
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Frost Gate Guardian
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Quote:
Originally Posted by Sister Rosette
Okay, I really don't get this....at all. For all the people complaining that it should be in Mysticism, what's your logic? Is there any? Or did you just see the 'Mystic' part and stop thinking there? A LOT of the skills in the Earth Prayers branch deal with regaining/increasing health, and preventing damage. MR belongs in the earth branch. Wind Prayers and Mysticism already have decent healing skills in place, so I ask this: What's putting it in Mysticism gonna change? People that put points in EP solely for MR will have them free to drop into another branch. You think it sucks now? Try taking on a Faithful Int./Watchful Int./MR Derv.
Don't get me wrong, I do think this skill needs to be reworked, but simply changing it's attribute isn't gonna accomplish anything.
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I'm guessing they want it in Mysticism since its a primary attribute. It would stop the E/D build (and others) that the OP is complaining about.
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Dec 03, 2007, 08:48 PM // 20:48
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#157
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Frost Gate Guardian
Join Date: Dec 2006
Guild: Zomg Lasers Pew
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This thread makes me sad.
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Dec 03, 2007, 08:57 PM // 20:57
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#158
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Forge Runner
Join Date: Jan 2006
Guild: [HiDe]
Profession: W/
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I use it in AB all the time. E/D SH nuker. Aura, Attunement and Mystic. Get health when I cast and the last time I used it, it worked very well. If someone brings a skill with heavy enchant removal, then I only hope to kill him first. But I mostly use it as a self heal when capping. Cause Aura can't do it on it's own.
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Dec 03, 2007, 09:11 PM // 21:11
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#159
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The Fallen One
Join Date: Dec 2005
Location: Oblivion
Guild: Irrelevant
Profession: Mo/Me
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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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Which is why most Dervish....fail.
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Dec 03, 2007, 09:19 PM // 21:19
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#160
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Wilds Pathfinder
Join Date: Feb 2006
Location: Australia
Guild: The Agony Scene
Profession: E/
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nothing a bit of daze can't fix! Corrupt enchantments another good one.
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