Jun 19, 2007, 12:06 AM // 00:06
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#21
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Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
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Quote:
Originally Posted by Alderin
Assassin: so basically restricting all Assassins using the skill to Critical Strikes... It was bestter the way it was before.
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So assassins don't always run high critical strikes ?
Thats news to me. But this skill did look overpowered when x/A could use it.
Quote:
How about anyone else out of the ones that where nerfed, anyone going to use them?
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Elemental Lord still looks useable once I get my rank up to at least 7 so I can keep it up. But its probably not worth the required grind any more.
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Jun 19, 2007, 12:06 AM // 00:06
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#22
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Lion's Arch Merchant
Join Date: Apr 2007
Profession: R/Rt
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heh intensity got hit real hard... i thought it was a tad overpowered before but now its... useless
what do u know, skills that badly needed a buff didn't get any attention at all. Warriors, rangers are still left in the dust, ritualist got a very very very miniscule buff... hardly even worth mentioning.
I'll still keep an open mind hoping anet will come up with something...
EDIT: Whoops didn't realize mesmers did get a buff :P
Last edited by Inger; Jun 19, 2007 at 12:27 AM // 00:27..
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Jun 19, 2007, 12:09 AM // 00:09
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#23
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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4 seconds of godmode is still better than the 10 seconds of Shield's Up! my warrior was using last week. And my primary paragon is completely unaffected by that change.
Faith somewhat restored in the future of PvE skills come GW:EN.
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Jun 19, 2007, 12:10 AM // 00:10
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#24
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Krytan Explorer
Join Date: Jun 2005
Profession: N/R
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stealth necro nerf - reckless haste changed from 10e cost to 15e cost.
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Jun 19, 2007, 12:10 AM // 00:10
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#25
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Frost Gate Guardian
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Quote:
Originally Posted by Inger
heh intensity got hit real hard... i thought it was a tad overpowered before but now its... useless
what do u know, skills that badly needed a buff didn't get any attention at all. Warriors, rangers and mesmers are still left in the dust, ritualist got a very very very miniscule buff... hardly even worth mentioning.
I'll still keep an open mind opening anet will come up with something...
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Well like I said in my earlier post, I kinda buried it at the end but the major point is that this is a week long process for these skills. I highly doubt this is the end of the changes.
A.net likes to go towards the high-end/low-end then find something in the middle when it comes to PvE. I expect more tinkering as the week progresses.
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Jun 19, 2007, 12:12 AM // 00:12
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#26
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Frost Gate Guardian
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Quote:
Originally Posted by Shadis
These skills are meant to augment PvE Builds, not become centerpieces of them. I like the changes, I'm not a "whiny PvP" as another poster so eloquently put it either. Some of these skills were insanely powerful, even for PvE standards.
Also a lot of you knee-jerk reaction people need to remember that this was a certainty, and that this week is for tinkering with these skills so expect to see more buffs/nerfs in the coming days. Should've known this would start today.
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The Ele and the Assassin one, for non Critical Assassin, aren't even decent augmentations now. There are far better skills that aren't even PvE only that come in more handy. Also, I never said they should be centerpieces but they should entice one to want to use them rather than avoid them.
The skills where supposed to be over powered, hence the PvE only part so nerfing them into being pretty much useless kinda makes having them as PvE only skills pointless.
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Jun 19, 2007, 12:13 AM // 00:13
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#27
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Jungle Guide
Join Date: Jul 2006
Location: guildhall
Guild: [DETH]
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retro active doubling of faction donation would be good?
but yeah, theyve gone too far/not done enuff on the skills
vamparism sucked because it doesnt do much damage, not cos it didnt last forever.
the ranger skill cost too much for what it did and required a pet (not popular)
but yay to mesmer buff
paragon probably got a slight nurf by 1sec...
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Jun 19, 2007, 12:15 AM // 00:15
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#28
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Frost Gate Guardian
Join Date: Apr 2006
Location: Vancouver, WA
Guild: [iBoT]
Profession: Mo/A
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Huh was hoping for a hex removal buff, but I guess changing some major ones would be to much to ask for.
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Jun 19, 2007, 12:15 AM // 00:15
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#29
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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Quote:
Characters must now be level 20 to learn Kurzick or Luxon skills.
Using the "Raise Alliance reputation" option with the Kurzick/Luxon faction reward NPCs now gives 10,000 points toward the corresponding title track. The cost is still 5,000 faction points, and the reputation gained by the alliance is still 5,000.
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This still does not solve the issue of having over 1,000,000 personal faction earned over the last ONE YEAR amount to amber only. When Amber earned today also amounts for a title and increased skill power.
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Jun 19, 2007, 12:17 AM // 00:17
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#30
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Academy Page
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Quote:
Originally Posted by bilateralrope
So assassins don't always run high critical strikes ?
Thats news to me.
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Why would they? The skills in Critical Strikes primarily suck, and the benefit to actually getting critical hits is pathetic in comparison to the bonus given by Dagger Mastery and the great damaging skills that come with it. You're far better off running Dagger Mastery at a 16 and Shadow Arts at a 13... that way you don't end up dead on the floor every 2 minutes like most Assassins I see in PvE, and you aren't totally reliant on running back to the monk to heal all the time. I played an Assassin through all three campaigns without Critical Strikes, and did better than most. I did enjoy the new skills for the fast attacking and fact that it stayed recharged for the duration of the battle with just one cast, but it's useless to me now.
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Jun 19, 2007, 12:21 AM // 00:21
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#31
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Frost Gate Guardian
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Quote:
Originally Posted by bilateralrope
So assassins don't always run high critical strikes ?
Thats news to me. But this skill did look overpowered when x/A could use it.
Elemental Lord still looks useable once I get my rank up to at least 7 so I can keep it up. But its probably not worth the required grind any more.
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Not all Assassins run high Critical Strikes. Mine has a 3 in Critical strikes for example and I never run out of energy, deal mass damage, and so on. I hate the Critical line skills as I prefer Dagger and Shadow. Limiting the skills to the Critical line limits anyone using it to play Critical. If they only want the Primary to with the skills they should instead make it so you can only have it on the primary rather than tieing it to primary attribute lines as that limits the profession the skill was meant for.
Shouldn't the skills entice you to play to max them out rather than "If I get it I get it and if not then oh well."? A mighty plus one isn't really that enticing for me when I can just "Glyph of Elemental Power" to take it up 2 points for the next 5 spells.
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Jun 19, 2007, 12:24 AM // 00:24
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#34
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Krytan Explorer
Join Date: Feb 2007
Guild: Aatxe Pirates [YaRR]
Profession: A/
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Lmao, that makes Critical Agility even better for me.
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Jun 19, 2007, 12:24 AM // 00:24
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#35
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Frost Gate Guardian
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Quote:
Originally Posted by Series
Thanks for the change to the paragon skill. Great! But as for people who play ele's... sorry guys
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lol wut, Sorry for Eles? They've been borderline overpowered in PvE since Prophecies. Nothing has changed for them.
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Jun 19, 2007, 12:26 AM // 00:26
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#36
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Desert Nomad
Join Date: Aug 2005
Guild: DVDF(Forums)
Profession: Me/N
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This update is pretty much spot on IMHO. I'd like to see changes to the faction requirements for the kurz/luxon skills. But now it feels about right. Great buffs to the mesmer with the reduced recharges and thank to MoR intensity is nicely usable
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Jun 19, 2007, 12:29 AM // 00:29
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#37
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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Quote:
Originally Posted by Series
Thanks for the change to the paragon skill. Great! But as for people who play ele's... sorry guys
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Don't forget an Elementalist can increase their skill by +4 even +7 is possible if they have the right items. A +25% damage bonus will go far if planned correctly and very little can withstand the initial damage spike anyways. A 45sec recharge is long but not completely GOD MODE.
Quote:
Originally Posted by J.Kougar
Why would they? The skills in Critical Strikes primarily suck, and the benefit to actually getting critical hits is pathetic in comparison to the bonus given by Dagger Mastery and the great damaging skills that come with it. You're far better off running Dagger Mastery at a 16 and Shadow Arts at a 13... that way you don't end up dead on the floor every 2 minutes like most Assassins I see in PvE, and you aren't totally reliant on running back to the monk to heal all the time. I played an Assassin through all three campaigns without Critical Strikes, and did better than most. I did enjoy the new skills for the fast attacking and fact that it stayed recharged for the duration of the battle with just one cast, but it's useless to me now.
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I see .... so a high Critical Strikes build is ok for soloing Shiro in Gates of Madness but not leet enough for your leet dammage builds.
GOT IT
I think someone needs complete training on Shing Jea.
Fact is the "Critical Strikes Nerf" to the Assassin Sunspear skill was needed to help Assassins find their nitch in PvE groups. In this way an Assassin running the skill is better than a Paragon (running GFTE) with the skill who can also keep that Assassin Sunspear skill running at 100%.
Connecting the skill to Critical strikes was the RIGHT thing to do to preserve class uniqueness to the Assassin in PvE.
Last edited by GloryFox; Jun 19, 2007 at 12:38 AM // 00:38..
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Jun 19, 2007, 12:32 AM // 00:32
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#38
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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Quote:
Originally Posted by Shadis
lol wut, Sorry for Eles? They've been borderline overpowered in PvE since Prophecies. Nothing has changed for them.
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are you serious? Elems didnt start being good until NF. Also, if SF ever gets nerfed, Elems will basically go back to being bad again. Also, it's not fair that this is Anets way of 'balance'...the PvE skills should be equally as good.
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Jun 19, 2007, 12:32 AM // 00:32
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#39
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Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
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I'll just carry on collecting the breadcrumbs that is PvE faction points and pretend this update didn't happen.
At least Anet was kind enough to remove the faction points from the chat window. There's nothing worse than seeing the pitiful returns you get from running around grinding.
I'll cross my fingers and hope that they slip in another update before tomorrow, like doubling the faction for amber/jade or shrine blessings, which amusingly has to be paid for.
As for the skill nerfs, i was expecting it.
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Jun 19, 2007, 12:33 AM // 00:33
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#40
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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<--PvPvEr
Well Anet reinforced their purpose behind the PvE skills. Make unwanted classes wanted again. They DID give you a fair warning and I'm happy that know maybe...just maybe we can find a place for those little assassins and paragons out there . I'm not too sure if the mesmers and rits are in the same situation.
The dervish are 100% fine now 24h Dwanya or Balthazar, I should be fine .
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