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Old Jun 08, 2007, 04:35 AM // 04:35   #21
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Its all fake.

Update - Thursday June 7
Bug Fixes

* Fixed a bug that prevented players from entering a Challenge Mission in Hard Mode.
* Removed inaccurate changes to several skill and attribute descriptions.


Miscellaneous

* To prevent exploitation of the Nightfall starter quests "Take the Shortcut", "Rally the Recruits", and "Never Fight Alone", the gold rewards for those quests were reduced to 25, and the reward for the starter quest "Honing your Skills" was increased to 250 gold to compensate.

Directly from the new update patch and notes.
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Old Jun 08, 2007, 05:32 AM // 05:32   #22
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Its not fake they just updated the descriptions on accident before putting into game. (most likely)

And most likely they'll be nerfing weapon spell durations so they arent as useful for non rit primaries. (my guess)
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Old Jun 08, 2007, 05:41 AM // 05:41   #23
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Quote:
Originally Posted by Agyar
ur dum. 9012
Was there a point to that because I seriously doubt there was, and please spell “you’re dumb” correctly. Sorry I just need to refute that statement, because that was “stupid.” He did not make a valid point against what I stated, he just used slander.

Anyways back on topic, it seems everything has changed back to its original form; so I guess it really was all a test. I still say I rather enjoyed the change while it lasted.

Last edited by sindex; Jun 08, 2007 at 05:48 AM // 05:48..
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Old Jun 08, 2007, 06:30 AM // 06:30   #24
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Sounds fine by me, spawning power went from being the worst primary attribute to one of the worst.
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Old Jun 08, 2007, 06:49 AM // 06:49   #25
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Quote:
Originally Posted by Dr Strangelove
Sounds fine by me, spawning power went from being the worst primary attribute to one of the worst.
It's moving up the ranks!
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Old Jun 08, 2007, 06:51 AM // 06:51   #26
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Weapon spell builds might get a bit more intresting now o.O
With that elite that gives energyw hen you cast one you should be able to make a build for it.
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Old Jun 08, 2007, 08:19 AM // 08:19   #27
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As much as I like the fact ANet took the time to think about the Ritualist I feel the 2% longer weapon spells is...not the best change. Don't get me wrong...it is a good thing and it can only make playing Rit even better (not that RIts aren't awesome already ).

When you think about it, if you have 16 Restoration, 13 Spawning, that's 26% longer on, say, Weapon of Warding. so Instead of it lasting 11 seconds it lasts 13. It's hardly much of an improvement but I guess it has to be that way due to it's unstrippable nature. Meh, I like usin weapon spells from time to time and anything that makes Weapon of Shadow last longer is good in my books.
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Old Jun 08, 2007, 09:02 AM // 09:02   #28
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Its not a game breaking improvement but it is a good little buff to Spawning powers. GG Anet
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Old Jun 08, 2007, 09:26 AM // 09:26   #29
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It's good for something, but it's not as good as it should be...
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Old Jun 08, 2007, 01:49 PM // 13:49   #30
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I'll reserve my thoughts until the real update comes in. However all that really matters to me is that Anet are actually 'looking' at this stuff. Which is a good thing in my opinion. Good going guys...
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Old Jun 08, 2007, 02:06 PM // 14:06   #31
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If and I say if Anet is going to increases weapon spell duration by 2% per rank in Spawning, that they probably also will reduce the duration of the weapon spells, so that at 15 spawning you are more or less back at the original duration.

Last edited by John Ebridge; Jun 08, 2007 at 02:10 PM // 14:10..
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Old Jun 08, 2007, 02:18 PM // 14:18   #32
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Quote:
Originally Posted by John Ebridge
If and I say if Anet is going to increases weapon spell duration by 2% per rank in Spawning, that they probably also will reduce the duration of the weapon spells, so that at 15 spawning you are more or less back at the original duration.
That would be a ridiculous nerf...

You effectively tie ritualists down by forcing them to use spawning just to achieve the marginal effectiveness they had prior to the change? No. Any change to spawning must 'improve' the use of the skills for the ritualist or it will be a huge step backward, the mindless rit spike application being the exception.

Note: Channeling isn't all bad though. Just has certain skills which are far too easily abused which could do with toning down, while the other lesser skills could do with some changes (potentially even tied to spawning changes or something).
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Old Jun 08, 2007, 02:22 PM // 14:22   #33
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Quote:
Originally Posted by Celestial Beaver
When you think about it, if you have 16 Restoration, 13 Spawning, that's 26% longer on, say, Weapon of Warding. so Instead of it lasting 11 seconds it lasts 13. It's hardly much of an improvement but I guess it has to be that way due to it's unstrippable nature. Meh, I like usin weapon spells from time to time and anything that makes Weapon of Shadow last longer is good in my books.
How many Weapons were abused by Ritualists anyways?

Weapon of Warding: A Rt cant keep this going by itself, it was abused by necromancers, paragons and elementalists

Weapon of Remedy: Duration irrelevant

Splinter Weapon / Brutal weapon: Only seen on rangers

Warmongers weapon: Only seen on paragons

About the only weapon that Ritualists really did abuse was vital weapon. The duration can be adjusted if thats a problem, but it probably shouldnt be. If the Ritualist invests so many points into its primary its houls get something out of it.

Whats great about this change, if it happens, is that ritualists become better at using ritualist weapons than secondaries, because right now that is not true.
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Old Jun 08, 2007, 02:42 PM // 14:42   #34
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Wow. Awesome buff, hope they go through with it. Resilient Weapon was insane before. Now it is even insaner. Is that a word?
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Old Jun 08, 2007, 03:12 PM // 15:12   #35
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Nekretaal - Weapon of Warding, Vital Weapon, Warmonger's Weapon are the ones you want to watch.
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Old Jun 08, 2007, 03:17 PM // 15:17   #36
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Quote:
Originally Posted by Kool Pajamas
Its not fake they just updated the descriptions on accident before putting into game. (most likely)

And most likely they'll be nerfing weapon spell durations so they arent as useful for non rit primaries. (my guess)
Both sound plausible to me, personally I like that primaries get a little more use of skills than secondaries. (Would like to see mesmers get the same thing for some skills in the Inspiration line).
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Old Jun 08, 2007, 05:33 PM // 17:33   #37
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Lol. How so Netniwk? VwK is an item spell, not a weapon spell. Spawning power is also a Rt primary attribute (thus W/Rts can't have it).
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Old Jun 08, 2007, 05:51 PM // 17:51   #38
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Rt needed a buff, they're a nice secondary but were a terrible primary. Tieing the primary attribs to a not so common type of skill is terrible.

In PvE spirits are nice but since you're always moving you can't rely on a spirit based build. In PvP you rarely see them doing what their description says they should do, at least not in the high-end PvP, you only see them as batteries for Necro Energy or in really minor role.

I used to run a Flag Runner in GvG with Life, it was pretty nice i could drop it in the flag stand to give a heal boost to my Guildies and continue to run the flag. It was awesome to protect NPCs either since it heal every ally in his area of effect. But i was an Elementalist primary, there was no reason to be a Rt.

This is a very nice buff but i still think the Spawning Power could be better. Even with high Spawning Power spirits still are easy to kill, so there's no real reason to invest into it. It would be much better if Spawning Power reduced Rt Only Skills(Binding, Weapon and Ashes) cost or reduced it's recharge or something like that.

Altough i still think Paragons and Mesmers need a LOT more attention than Rts.
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Old Jun 08, 2007, 07:47 PM // 19:47   #39
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yeah now i can play my rit and use spawning power as a feasible att to dump more than 3 points in ^_^ my support pve rit/mo build uses 2-3 weapon spells along with a couple spirits and just heals. its not alt monk worthy but i can save an assassin from a horrid over aggro without too much of a problem =D all in all it is (or will be i should say) a good update. as its been said the buff doesnt exactly make it broken due to the fact that weapon spells do not stack. now if they make them stackable then i may be forced to call shenanigans. Vital wep+weapon of warding+resilient wep+warmonger+the other interrupt weapon i cant remember. ^_^ should we say gg? or HEY maybe make any char using daggers able to have 2 weapon spells for each dagger....now that would be a fun update. brutal+warmonger weapon rits with boa sins in HA wooooo that would be fun. they may counter-act the weapon buff with some sunspear skill that removes all positive and negative buffs on a target.
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