Dec 21, 2006, 03:08 PM // 15:08
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#21
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Jungle Guide
Join Date: Nov 2005
Location: New Mexico < PUKE >
Guild: Elite Rogues Inc. [ER]
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wow my mule rit can come out and play again =). poor guy has been stuck at guild hall for about 5 months already.
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Dec 21, 2006, 03:43 PM // 15:43
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#22
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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The best special skills, IMO...
1. Warrior. Only speed boost in the game, where speed is most important.
2. Elementalist. A snare that can't be removed by Yellow Snow.
3. Monk. Makes monks logical present runners, as those knocking them down won't be able to snag the present, as they get knocked down as well.
4. Ritualist. A little bit more offense to guard key movement points.
5. Necro. A nice effect for someone that is about to die. Too bad many players are using this at full health.
I can't find a good use for the Ranger, Mesmer, Assassin, Paragon or Dervish skills, yet.
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Dec 21, 2006, 05:08 PM // 17:08
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#23
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Mesmer... interrupts and causes blind for 10 secs.
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Dec 21, 2006, 05:12 PM // 17:12
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#24
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Desert Nomad
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lol! it's like RA, a Rit on your team unbalances it in your favour. It's like having an extra player.
Quote:
Originally Posted by Jetdoc
I can't find a good use for the Ranger, Mesmer, Assassin, Paragon or Dervish skills, yet.
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For the mesmer skill, I don't think the Blinding is useful since Snowball is a spell? They key is a 1/4 sec interruption. Use it to protect the present runner from knockdowns/snares.
The others do seem useless.
Last edited by Carth`; Dec 21, 2006 at 05:15 PM // 17:15..
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Dec 21, 2006, 05:21 PM // 17:21
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#25
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Mesmer is nice for interrupting Hidden Rock.
Hidden Rock -> KD -> Steal Present -> Interrupt previous runner's HR -> run away.
__________________
And the heavens shall tremble.
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Dec 21, 2006, 05:27 PM // 17:27
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#26
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Forge Runner
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I tried playing warrior, ele, mesmer and monk (would try a rit but don't have one) and mes seems to be the most powerful by a long shot.
In a game where the key skill is 2s cast, being able to shut it down 100% of the time is brutal. The interrupt is really powerful. If I'm carrying a present and have one person chasing me, he's never getting that present because he never gets to knock me down :P It's possible to defend against two as well, but really hard to tab between two targets while running a present... and if they both decided to use hidden rock at the same time and actually use it correctly (i.e. point-blank range to pick up the present) not much you can do about that...
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Dec 21, 2006, 05:29 PM // 17:29
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#27
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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Quote:
Originally Posted by Jetdoc
5. Necro. A nice effect for someone that is about to die. Too bad many players are using this at full health.
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Not really. You instant-res, so the health which you use it at makes no difference.
If you place the Holiday Blues in a stratigic location, such as the Icy Ground near the presents or the enemy bases, you can cause the enemy team to be affected by a LOT of degen.
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Dec 21, 2006, 07:10 PM // 19:10
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#28
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Currently residing in ToA dis 1
Profession: Mo/
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so far mo/war teams seems to be the best...tho from my experience Avalanche can make or break a battle.
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Dec 21, 2006, 07:18 PM // 19:18
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#29
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Wilds Pathfinder
Join Date: Sep 2005
Location: Manchester, England
Guild: New Dragons [NDR]
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Quote:
Originally Posted by Zinger314
Not really. You instant-res, so the health which you use it at makes no difference.
If you place the Holiday Blues in a stratigic location, such as the Icy Ground near the presents or the enemy bases, you can cause the enemy team to be affected by a LOT of degen.
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Also a very good way of persuading people to leave their 'ice-forts' as well.
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Dec 21, 2006, 08:04 PM // 20:04
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#30
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Lion's Arch Merchant
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Quote:
Originally Posted by Jetdoc
The best special skills, IMO...
1. Warrior. Only speed boost in the game, where speed is most important.
2. Elementalist. A snare that can't be removed by Yellow Snow.
3. Monk. Makes monks logical present runners, as those knocking them down won't be able to snag the present, as they get knocked down as well.
4. Ritualist. A little bit more offense to guard key movement points.
5. Necro. A nice effect for someone that is about to die. Too bad many players are using this at full health.
I can't find a good use for the Ranger, Mesmer, Assassin, Paragon or Dervish skills, yet.
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I haven't played the snowball arenas since last year, so this is a little dated, I don't know if anything has changed. The Ranger skill, Flurry of Ice, was decent to hit a group chasing your present carrier. Not great, but decent. The real advantage to Rangers was pets - when you had twice as many players on your team because everyone had pets, it was a bit of an advantage. Granted they couldn't use skills or anything, but they could get in the way and help surround a carrier if used right.
Mesmer should be obvious. An interrupt at the right time can save your present carrier from being hit by a mega snowball or an avalanche. Also, the blind can take someone out of comission long enough to score.
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Dec 21, 2006, 09:03 PM // 21:03
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#31
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Frost Gate Guardian
Join Date: Apr 2006
Profession: N/
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Yeah its imbalanced between classes and sides, but im only going to complain when im using my paragon to fight for grenth. I'm suddenly using my rit again, praying for dwaynas side.
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Dec 21, 2006, 09:24 PM // 21:24
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#32
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Jungle Guide
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paragon skill = junk, 2 second cast and small range is ridiculous.
rit = jack frost is great, but somewhat overrated, I've blown by most teams with a rit without a problem. it's a good skill though, the damage catches the noobs who don't get away from it off guard.
also, I posted about the rather ridiculous imbalance between grenth and dwayna on another site. summary:
"* Dwayna(Blue) - Avalanche - Spell. Target foe and all nearby foes are Crippled for 10 seconds. Cast time 1sec. Recast 30sec.
Excellent skill. Has a good chance of slowing an enemy down, which is all important because then people can hit them with all manners of knock downs and other things.
* Grenth(Red) - Yellow Snow - Glyph. Lose one condition. Your next snoball causes disease. Cast time 2sec. Recast 4sec.
Pointless skill. The disease effect is really not that useful. The cast time is absolutely skill breaking because you are losing important tactical mobility and defenseless.
What do you all think? Personally I think Grenth should get a realistic cast time for what it is... a one condition cure, and a barely felt degen on the enemy. I think 1/2 sec cast, with recast bumped to 15 sec would be better, although still disadvantaged, since you're only countering an enemy, not striking. The best solution would then be:
Yellow Snow - Transfer all current conditions and remaining duration to target enemy. cast time 1sec. recast 30 sec."
Last edited by IlikeGW; Dec 21, 2006 at 09:28 PM // 21:28..
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Dec 21, 2006, 09:31 PM // 21:31
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#33
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Desert Nomad
Join Date: Nov 2005
Location: Check behind you again.
Profession: N/
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In a team, in which a friend of mine and I erm, *Ahem**Cough*Randomly*cough* were in the same group. I was rit, he was necro.
Place jack by other team's avatar, and place Holiday blues there also, kinda raped pressie runners...
and when we got 2 warriors, CAMPING! What fun!
Last edited by Retribution X; Dec 21, 2006 at 09:33 PM // 21:33..
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