Aug 17, 2007, 06:18 AM // 06:18
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#41
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Academy Page
Join Date: Jul 2007
Guild: Legacy Of Angels
Profession: D/
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spikes for ritualists are now in-effective ... only spirit rift and gaze from beyond can do damage now... why cant someone other than A-Net work on guildwars As soon as something is good.. its nerfed again, just watch, they will nerf everything again soon... and then rit will be a complete waste of time...
guess that it being a 1 second enchant can maybe make dervish's better.. but that is about it.... but.. dont worry.. cause dervish will be nerfed too
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Aug 17, 2007, 06:22 AM // 06:22
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#42
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Quote:
spikes for ritualists are now in-effective
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At least rits had a spike. Ice els never had that oppertunity.
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Aug 17, 2007, 06:23 AM // 06:23
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#43
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Academy Page
Join Date: Jul 2007
Guild: Legacy Of Angels
Profession: D/
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probably did at some stage, until a-net saw it... and water ele's are meant to be more of a pressure type of element in the means of slowing opponents down
Last edited by Dervish Warrior; Aug 17, 2007 at 06:28 AM // 06:28..
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Aug 17, 2007, 06:28 AM // 06:28
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#44
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Quote:
Originally Posted by Winterclaw
At least rits had a spike. Ice els never had that oppertunity.
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Ya same with healing monk, they have to use smite skills if they wanna spike
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Aug 17, 2007, 06:45 AM // 06:45
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#45
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Major-General Awesome
Join Date: Aug 2005
Location: Aussie Trolling Crew HQ - Event Organiser and IRC Tiger
Guild: Ex Talionis [Law], Trinity of the Ascended [ToA] ̖̊̋̌̍̎̊̋&#
Profession: W/
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Hahahah nice Rit change, this owned Ancestor's Rage in spikes more than Exhaustion did. Anyone know what the new trigger words are for party search?
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Aug 17, 2007, 06:46 AM // 06:46
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#46
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by Dervish Warrior
probably did at some stage, until a-net saw it... and water ele's are meant to be more of a pressure type of element in the means of slowing opponents down
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Rits were meant to be more of a utility type, rather than a source or ridiculous direct damage. Although, I can't really say that, as I don't think anyone knows what the rit is supposed to be.
Some good changes.
__________________
And the heavens shall tremble.
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Aug 17, 2007, 06:49 AM // 06:49
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#47
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Academy Page
Join Date: Mar 2006
Location: Canada
Guild: [NErd]
Profession: N/Mo
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thank god i didnt hafta delete my rit...especially wit that cool female rit armor coming out in GWEN ^ ^
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Aug 17, 2007, 06:50 AM // 06:50
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#48
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Looks good, still a few more tweaks needed on the rit skills:
Spirit burn - It's a low damage immolate with a long recharge and a condition now. Just make it a conditional version of immolate ffs.
Xinrae's crap - Yay dead skills. Just drop the recharge and lessen the mes effect. It's not that insanely powerful.
Fix lamentation. It's broken. waaaahhh.
Make preservation have better targeting/range
Make signet of ghostly might last 30 seconds, not 10.
Clamor of souls needs to not suck.
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Aug 17, 2007, 06:58 AM // 06:58
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#49
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Nice. So, what this all pans out to, is that the people whining about the Rit nerf get it more or less reversed, while all the hex hate is firmly left in place.
Exactly who the hell is going to bother using Reckless Haste now? Nerfed twice in three days. At least it had a smaller energy cost in the first skill change. Now it's just a blatant nerf.
Bloody joke.
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Aug 17, 2007, 07:13 AM // 07:13
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#50
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Desert Nomad
Join Date: Jul 2006
Location: S. Wales
Profession: Mo/Me
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^
The reason rits got "reversed" as you put it was beacuse of the very clumsy nerf to then, they have NOT been reversed, but the skills tat make spiking possible have gone
Hexs were a needed nerf, and werent as slap-dash as the rit nerfs
As you may or may not know, Anet are seriously enforcing active play, so tese fire and forget hexes need to be nerfed
Last edited by Mr. G; Aug 17, 2007 at 07:16 AM // 07:16..
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Aug 17, 2007, 07:20 AM // 07:20
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#51
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Banned
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Quote:
Exactly who the hell is going to bother using Reckless Haste now?
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This kind of nerfing is why Anet will never get another penny from me, my mind was made up after the PVE only skill nerfs, a day after they gave them to us!
Just keep sending Anet more money folks, buy GWEN and GW2, when the nerf bat hits them, perhaps it will be your wake up call.
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Aug 17, 2007, 07:30 AM // 07:30
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#52
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Krytan Explorer
Join Date: Jun 2006
Guild: None, I don't play anymore.
Profession: Mo/W
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Quote:
Originally Posted by Mad King Corn
This kind of nerfing is why Anet will never get another penny from me, my mind was made up after the PVE only skill nerfs, a day after they gave them to us!
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You do realize that they were disgustingly overpowered, right?
Oh, and the fact that you got them for free?
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Aug 17, 2007, 07:37 AM // 07:37
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#53
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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 Mr. G
^
The reason rits got "reversed" as you put it was beacuse of the very clumsy nerf to then, they have NOT been reversed, but the skills tat make spiking possible have gone
Hexs were a needed nerf, and werent as slap-dash as the rit nerfs
As you may or may not know, Anet are seriously enforcing active play, so tese fire and forget hexes need to be nerfed
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I'm all for active play. I'm NOT for destroying skills.
Reckless Haste now has a 15e cost for a MAXIMUM duration of 12 seconds. Its miss rate has been _LOWERED_, not raised. It's practically been destroyed.
Also, pardon me, but your logic is quite flawed. By your way of thinking hexes should be removed from the game ENTIRELY. All spirits should as well. Minions? Sure... trash them. You don't control them yourself, so it's not ACTIVE PLAY, right?
The entire POINT of a hex is "a malus put on another player or group of players with a fixed duration." OF COURSE it's going to be a "set and forget" skill to some extent.
Last edited by Moloch Vein; Aug 17, 2007 at 07:41 AM // 07:41..
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Aug 17, 2007, 07:48 AM // 07:48
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#54
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Yay my spirit spamming glad farming build works again!
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Aug 17, 2007, 07:56 AM // 07:56
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#55
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Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
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Personally I'm not much of a Rit fan, but still, seeing Mad King Corn's post, I still agree that some of the PvE-only skills were nerfed badly (looks at Intensity).
However, Rit spikes were a real pain whenever I decided to go a bit PvP. Glad they fixed them good enough in an extremely *cough* short *cough* time.
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Aug 17, 2007, 08:02 AM // 08:02
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#56
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Krytan Explorer
Join Date: Aug 2005
Profession: N/E
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I never really understood what the big deal was with Ancestors' Rage. Perhaps I'm missing something, but it's always relied on striking players next to a target ally (or you.) As such, you can't target backline targets anyway; not unless you walk up next to them, or you have your own frontline chasing them down. You just end up striking melee targets, which will usually soak up your damage anyway. I suppose I'm just the type of player that always favors striking soft cast targets first, and likes that damage to come unconditionally at a whim.
I can't even remember how the skill used to function, aside from that it requires you to target yourself or a frontline attacker (or a backline with a an frontline on them.) Could someone refresh my memory, so I can understand why everyone is convulsing over this skill having a one second delay?
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Aug 17, 2007, 08:08 AM // 08:08
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#57
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Wilds Pathfinder
Join Date: May 2006
Location: Aussie Trolling Crew - Diplomatic Embassy
Guild: I Have Three Pennies [Pnny] - forever in my heart <3
Profession: R/
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Still waiting for a BLight buff...
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Aug 17, 2007, 08:14 AM // 08:14
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#58
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Krytan Explorer
Join Date: Nov 2006
Location: Paris, France
Guild: We eat pancakes [Yumy]
Profession: Me/
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Quote:
Originally Posted by Plague
I can't even remember how the skill used to function, aside from that it requires you to target yourself or a frontline attacker (or a backline with a an frontline on them.) Could someone refresh my memory, so I can understand why everyone is convulsing over this skill having a one second delay?
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Rit spikes used a necro/sin that shadow prison'ed the spike target : this way the target was snared to stay in the spirit rift long enough, and the necro was the perfect target for ancestors' rage.
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Aug 17, 2007, 08:15 AM // 08:15
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#59
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by Plague
As such, you can't target backline targets anyway; not unless you walk up next to them, or you have your own frontline chasing them down.
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Your frontline on their backline is sort of how Guild Wars is played.
The one second delay, combined with enchantment status, makes it impossible to unleash a ritualist spike, while not hurting a single rit for pressure too much.
__________________
And the heavens shall tremble.
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Aug 17, 2007, 08:18 AM // 08:18
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#60
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Desert Nomad
Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
Profession: R/
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Thanks Anet, good work
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