Aug 17, 2007, 08:30 AM // 08:30
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#61
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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Quote:
Originally Posted by Moloch Vein
..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.
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This is not true, it has been raised for attribute levels 13 and lower I believe, and lowered for 15 and up. I could be off here, but if i remember correctly 14 curses (or 15?) gave u 50% miss, I was using it a long time ago on a build using PoF, SoF and RH amounting for an exact 100% miss chance. 15 and higher means you have major/sup runes.
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Aug 17, 2007, 08:36 AM // 08:36
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#62
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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 Patrick Smit
This is not true, it has been raised for attribute levels 13 and lower I believe, and lowered for 15 and up. I could be off here, but if i remember correctly 14 curses (or 15?) gave u 50% miss, I was using it a long time ago on a build using PoF, SoF and RH amounting for an exact 100% miss chance. 15 and higher means you have major/sup runes.
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100% miss chance? i didn't think the percentages staked like that. It's like the double HCT scenario. two lots of 20% don't make 40%, if you know what I mean
Happy with the Rit skills. I can live with ancestor's rage now, it'll be nice to have it back on my skillbar again.
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Aug 17, 2007, 08:39 AM // 08:39
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#63
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Krytan Explorer
Join Date: Aug 2005
Profession: N/E
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Oh, is that all. What a bunch of pansies. Honestly. There've been dozens upon dozens of far worse things that have happened to other professions.
Really though, I never understood why Rits had Channeling magic to begin with. I can understand the need for them to have some offensive capabilities, but why not something more imaginative than just making new Air Magic spells? With the whole Necro vibe, the whole skill line could have just as easily been weak AoE ranged blood skills that enpower spirits, or skills that buff other players like wards cast from a distance... whatever.
And not every team has a frontline. Most do. And not all of those teams with a frontline will actually follow the target they're supposed to. I think this is more of a GvG issue; in which case, you get asbolutely zero sympathy from me.
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Aug 17, 2007, 08:44 AM // 08:44
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#64
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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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Quote:
And not every team has a frontline. Most do. And not all of those teams with a frontline will actually follow the target they're supposed to. I think this is more of a GvG issue; in which case, you get asbolutely zero sympathy from me.
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The only teams without a frontline are gimmicky caster spikes (ie ritspike). A proper balanced build will always have at least one melee character. If your frontline isn't on the target they're supposed to be on, get better frontliners.
It's not just a GvG issue, although it is more noticeable in that arena because of how important positioning is. The concept of frontline/midline/backline pervades through the entire GW experience, even PvE (I mean, you don't have your monks in front of your tanks).
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Aug 17, 2007, 08:47 AM // 08:47
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#65
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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 Patrick Smit
This is not true, it has been raised for attribute levels 13 and lower I believe, and lowered for 15 and up. I could be off here, but if i remember correctly 14 curses (or 15?) gave u 50% miss, I was using it a long time ago on a build using PoF, SoF and RH amounting for an exact 100% miss chance. 15 and higher means you have major/sup runes.
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Every PvE curser uses a superior Curses rune. I'm sorry for speaking for the ignorant masses, but this was a staple skill for PvE SS builds. It's dead.
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Aug 17, 2007, 08:49 AM // 08:49
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#66
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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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Er...I do believe the simple solution will just be to lower your curses attributes and put those into something more useful, like team support.
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Aug 17, 2007, 08:56 AM // 08:56
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#67
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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You encourage a PvE SS nuker to lower his Curses attribute?
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Aug 17, 2007, 09:00 AM // 09:00
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#68
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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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16->14 means you miss all of 4 damage per proc.
There's no point in endlessly shoving attribute points into a single attribute unless you're going to hit a specific breakpoint, sich as +7 rege for FN at 7 shadow.
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Aug 17, 2007, 09:20 AM // 09:20
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#69
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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This is starting to get pretty amusing. What do you suggest that an SS nuker should put those points into, and which skills should he bring?
I'll give you my exact build for Hard Mode The Deep.
[skill]Arcane Echo[/skill][skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Verata's Gaze[/skill][skill]Spinal Shivers[/skill][skill]Inspired Enchantment[/skill][skill]Blood Ritual[/skill][skill]Resurrection Signet[/skill]
Curses 12+1+3
Inspiration Magic 8
Death Magic 5
Blood Magic 2
Soul Reaping 9+1
I was under the impression that I was running an optimized build, but now I see I have just been endlessly shoving attribute points into Curses.
So, let us see.
We have Spinal Shivers, which is absolutely indispensible.
We have Blood Ritual, which is absolutely indispensible.
We have Inspired Enchantment, which is absolutely indispensible.
I don't think I need to explain why Spiteful and AE is indispensible.
So, we've already established that Reckless Haste is now fairly useless. Strike that. Come to think of it, I'll give you the rez sig slot as well. Don't need to rez anybody. And Verata's Gaze too. After all, what's the deal with snatching a level 32 Golem. Better let the BiP run and do it and get killed on the midline.
You have 3 open slots and 36 attribute points, which you aren't supposed to invest in Curses. Show me something l33t, baby.
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Aug 17, 2007, 09:26 AM // 09:26
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#70
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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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Are you being deliberately obtuse?
I said take a few points out of curses since Reckless no longer scales (hey, maybe even 1, that will give you an extra 20 or so attribute points to play around with) and maybe distribute them around your other attributes (such as Blood or Soul Reaping). I fail to see how 'take a few points out of curses' suddenly turned into 'your build is shit'.
Although on an unrelated note it does look...suboptimal.
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Aug 17, 2007, 09:29 AM // 09:29
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#71
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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 spawnofebil
16->14 means you miss all of 4 damage per proc.
There's no point in endlessly shoving attribute points into a single attribute unless you're going to hit a specific breakpoint, sich as +7 rege for FN at 7 shadow.
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There is no point in removing attribute points for atribute line on which you focus unless you want to meet breakpoints in other lines either.
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Aug 17, 2007, 09:39 AM // 09:39
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#72
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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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Then again, if you decide to focus on 5 attributes but want to have 12 in one of them the other ones are going to suffer.
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Aug 17, 2007, 09:51 AM // 09:51
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#73
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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
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Inspiration Magic 8
Death Magic 5
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8 in insporation is kinda wasted. for Inspired Enchantment you want either 9 or 7 (both 7 and 8 have same energy return, no point having 8 there)
Death magic should be 4+1, not 5 (unless you added that +1 there already)
That should give you enough to raise either SR a bit or blood a bit more.
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Aug 17, 2007, 10:02 AM // 10:02
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#74
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Forge Runner
Join Date: Aug 2006
Location: Scotland
Guild: Type like an idiot, I'll treat you like an idiot
Profession: E/Me
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Not read all the thread, don't have time to right now. But I AM going to say I LOVE the assassin updates. And also glad they unnerfed the ritualist. That much exhaustion on one skill bar would get too annoying.
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Aug 17, 2007, 10:10 AM // 10:10
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#75
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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 spawnofebil
Are you being deliberately obtuse?
I said take a few points out of curses since Reckless no longer scales (hey, maybe even 1, that will give you an extra 20 or so attribute points to play around with) and maybe distribute them around your other attributes (such as Blood or Soul Reaping). I fail to see how 'take a few points out of curses' suddenly turned into 'your build is shit'.
Although on an unrelated note it does look...suboptimal.
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No, I am not being intentionally "obtuse". What I'm saying is that you suggesting we should just drop a couple of points in Curses to, oh how did you put it, "add some team support", is silly. There are things such as dedicated curser builds and they can't be magically transformed.
As a sidenote to zwei I don't feel like bringing tons of different armor so I just spec DM at 5, I like the +2E from the attunement rune anyway. Regarding Inspiration of course you are correct, it can be adjusted downwards, I sometimes switch rez for Power Drain which I like better specced a little higher.
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Aug 17, 2007, 10:11 AM // 10:11
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#76
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Ascalonian Squire
Join Date: Apr 2006
Location: United Kingdom, Cheshire
Guild: Mystic Spiral [MYST]
Profession: Mo/Me
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Nice to see that they unered the Ritualist and came to a compromise with some of the skills. Can't really comment on the Assasin as I've never played one but it seems good. Also glad that messages won't get cut off in Party Search now. Maybe Anet could try experimental weeks where communites and such get informed of skill changes which would be tried for a week, and an 'official' thread especially made so people can post their opinions and compromises. It'll Just a thought..
Well Thanks for listening Anet and hope to see more compromising and such in the future
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Aug 17, 2007, 10:11 AM // 10:11
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#77
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Krytan Explorer
Join Date: Aug 2005
Location: Fort Aspenwood
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I'm not completely sure, but I was under the impression that even before the nerf to reckless haste, the percentages at 15 and 16 rounded back down to 50%.
If you want to run reckless haste, why not just take out gaze and put in AI, hell, use ai with the echoed ss if you want.
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Aug 17, 2007, 10:12 AM // 10:12
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#78
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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Love the unnerf to ancestors rage means its so nice having it on 1 rit in a team like we do.
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Aug 17, 2007, 10:13 AM // 10:13
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#79
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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 spawnofebil
Then again, if you decide to focus on 5 attributes but want to have 12 in one of them the other ones are going to suffer.
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If you so wish I can walk you through exactly why the attributes are specced as they are, since you obviously lack the understanding of why the build looks the way it looks. That would have to be done by pm, though, we've diverted the thread long enough.
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Aug 17, 2007, 10:18 AM // 10:18
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#80
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Wilds Pathfinder
Join Date: Sep 2005
Location: Washington
Profession: W/E
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Quote:
Originally Posted by Moloch Vein
This is starting to get pretty amusing. What do you suggest that an SS nuker should put those points into, and which skills should he bring?
I'll give you my exact build for Hard Mode The Deep.
[skill]Arcane Echo[/skill][skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Verata's Gaze[/skill][skill]Spinal Shivers[/skill][skill]Inspired Enchantment[/skill][skill]Blood Ritual[/skill][skill]Resurrection Signet[/skill]
Curses 12+1+3
Inspiration Magic 8
Death Magic 5
Blood Magic 2
Soul Reaping 9+1
I was under the impression that I was running an optimized build, but now I see I have just been endlessly shoving attribute points into Curses.
So, let us see.
We have Spinal Shivers, which is absolutely indispensible.
We have Blood Ritual, which is absolutely indispensible.
We have Inspired Enchantment, which is absolutely indispensible.
I don't think I need to explain why Spiteful and AE is indispensible.
So, we've already established that Reckless Haste is now fairly useless. Strike that. Come to think of it, I'll give you the rez sig slot as well. Don't need to rez anybody. And Verata's Gaze too. After all, what's the deal with snatching a level 32 Golem. Better let the BiP run and do it and get killed on the midline.
You have 3 open slots and 36 attribute points, which you aren't supposed to invest in Curses. Show me something l33t, baby.
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I'll give you my exact build for Hard Mode The Deep.
[skill]Arcane Echo[/skill][skill]Spiteful Spirit[/skill][skill]Enfeebling Blood[/skill][skill]Verata's Gaze[/skill][skill]Spinal Shivers[/skill][skill]Inspired Enchantment[/skill][skill]Blood Ritual[/skill][skill]Resurrection Signet[/skill]
Curses 12+1+3
Inspiration Magic 7
Death Magic 5
Blood Magic 7
Soul Reaping 8+1
Reckless Haste is useless for Hard Mode, since they get IAS capped. 50% chance of missing is nice, but I'd rather be hit for 20-30 instead of whatever obscene damage some monsters hit when they wander into your backline.
Quote:
Originally Posted by Moloch Vein
Death magic should be 4+1, not 5 (unless you added that +1 there already)
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I run 5 Death Magic as well. If I were to drop it down to 4+1, I would have only enough points to raise my Blood Magic, which wouldn't increase the duration of Blood Ritual. I'd rather use a Rune of Attunement and get 2 more Energy.
Quote:
Originally Posted by spawnofebil
Although on an unrelated note it does look...suboptimal.
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If you mean that build is suboptimal, you have obviously never played SS Necro for The Deep Hard Mode. This build is basically required to complete The Deep, regardess of modes, although some skills could be dropped, like Gaze and Haste. If you mean the skill Reckless Haste is suboptimal, I'll agree.
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