Jul 05, 2006, 11:20 PM // 23:20
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#21
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Academy Page
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They won't be praised until some high guild makes a new build with them. Untul then, people will just say they suck. Which they don't.
An Rt/N anyone? Ritualist Necromancer. The new MM, soon. When people realise how well the spells go together. Also, to the guy who said weapon spells suck, They can't be removed. They CAN'T BE REMOVED. Some people...
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Jul 05, 2006, 11:26 PM // 23:26
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#22
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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The new classes are not ment to be versital. They have specific jobs and that's it. If they were versital they would take over the old positions and the core classes would no longer be needed.
The new professions are going to do 1 job and do it well. They are not there to add much else to the game. They add new mechanics and game styles but will never replace the core classes.
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Jul 05, 2006, 11:45 PM // 23:45
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#23
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Frost Gate Guardian
Join Date: Dec 2005
Location: Ice Tooth Cave
Guild: Opt and Niho Private Chat [lulz]
Profession: N/Me
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The new professions that are introduced in each campaign are most definitely niche classes. Since Factions is the only campaign the Assassin and Ritualist will be in, yes, in the long run, they won't be as versatile as the core classes. The same goes for the new classes that will be introduced in chapter 3.
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Jul 05, 2006, 11:53 PM // 23:53
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#24
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Desert Nomad
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The more classes they introduce, the worse it will get. I would rather see them focus on making fantastic PvE, great enemies and balanced stuff. Unfortunately people won't buy stuff unless it has "z0mg new stUfF!!11" so they get some gimmicky stuff that they aren't impressed with, then they complain about it.
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Jul 06, 2006, 12:50 AM // 00:50
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#25
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Academy Page
Join Date: Jan 2006
Guild: Master Casters [MC]
Profession: R/Me
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The new classes are meant to be versatile to a degree even though they aren't core classes. Look at the Crit Barrager and MM Rit. I'm glad people are using Ritualists more in PvP, even though Assassins aren't getting as much popularity my guild and I are trying to change that Look at Soul Barbs spike, people are taking advantage of the short cast time hex spells (even though they aren't using it to it's full potential).
When people see the power of the Assassin's skills when a good guild uses them they will use them more popular. E.g. Mark of Death is much better than the unpopular Defile Flesh, half as much less healing but quicker cast and no sacrifice. I want to see Shadow Shroud used more in GvG, I'm really getting tired of the same old 2 Boon Prot metagame. Soul Barbs spike is also making Boon Prots less effective in GvG too, I'm not saying I hate Boon Prots but after this long they really are getting boring.
I really will be upset if they stop supporting Assassins and Ritualists in further chapters, no new quests or skills will make me ask why the new professions were made in the first place.
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Jul 06, 2006, 01:19 AM // 01:19
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#26
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Delta Formation [DF]
Profession: W/
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Well you say the primary attributes of the old classes combo with stuff, using Expertise and Fast Casting as an example, Soul Reaping to an extent.
I can't think of many uses for Strength other than boosting the power of it's line skills, it's a pretty damn useless primary attribute. I'd rather have critical strikes. Other than the Conjure ether prodigy spammers, there weren't any "extra" uses for Energy Storage.
Divine favor is not compatible with anything but healing. Some primary attributes are better than others, I wouldn't call for a lack of compatibility for only the new classes, there are old attributes that are just the same or even worse.
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Jul 06, 2006, 02:24 AM // 02:24
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#27
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Jungle Guide
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Imo
Ritualists shine more in HA than in GvG because by their nature they are a static class. I find assassins to be superior in GvG as they are pretty much perfect for ganking, whilst in HA they work but only in certain builds.
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Jul 06, 2006, 02:25 AM // 02:25
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#28
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Lion's Arch Merchant
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It has been said before that the core classes are designed to be very versatile, as they will be included in every chapter of Guild Wars. The classes unique to a chapter are designed to be more role specific.
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Jul 06, 2006, 02:48 AM // 02:48
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#29
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Krytan Explorer
Join Date: Apr 2005
Location: Florida
Guild: One Corgi Army {OCA}
Profession: R/Rt
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I can solo the first three rooms of the Deep on a Ritualist so I don't know what you're complaining about. The Ritualist alone is a huge mini-management class so expecting it to work perfectly with every other class is asking for an inbalance.
I mean W/Rt... come on. XD
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Jul 06, 2006, 04:03 AM // 04:03
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#30
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Banned
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They are just as versatile as any other class - Monk's primary attribute prevents it from working with any other class, unlike other primaries, no one complains about monk versatility.
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Jul 06, 2006, 06:01 AM // 06:01
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#31
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Forge Runner
Join Date: Apr 2006
Guild: [HiDE]
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Funny, I figured a single class that can spike, nuke, heal and protect would be considered pretty "versatile"
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Jul 06, 2006, 06:47 AM // 06:47
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#32
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Furnace Stoker
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If you have Prophecies and Factions, will you be able to make assassins/ritualists in Chapter 3?
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Jul 06, 2006, 08:13 AM // 08:13
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#33
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Lion's Arch Merchant
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C3 will have 2 more equaly halfassed professions unless AN wants to keep making money. And Im guessing they do.
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Jul 06, 2006, 08:30 AM // 08:30
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#34
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Desert Nomad
Join Date: Dec 2005
Location: Mt Vernon, Ohio
Guild: Band of the Hawk
Profession: W/Mo
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Zakarr wrote: "Assassins are usually very good in PvP but they are not so good in PvE"
1. Not so good in PvE, true, especially when henching. Critical Barrage Archer w/wo pet seems to work best, but not so well as a real Ranger.
2. PvP, you are probably right. I prefer my mesmer in PvP to my assassin, though.
3. Just at random one day, I looked at about 20 games in observer mode to see how many assassins were in use. Only two or three out of the 20 games had even one assassin on one team. Not a very scientific survey I'll admit.
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Jul 06, 2006, 10:07 AM // 10:07
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#35
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Krytan Explorer
Join Date: Feb 2006
Location: Jersey
Profession: W/
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I agree that the new classes have lackluster capabilities compared to the old classes. There simply isn't as much to do with them as there was the core classes. This might be because factions doesn't have a lot of soloable areas, runable areas, or anything that provides a goal to shoot for, other then clear something with henchs. Now before my post gets any deeping into a flame post, Im gonna say, if factions had more stuff to do, there might be...more stuff to do with the new classes....
Theres no obvious connection there, but it makes sense in my head.
Moral of my long, rather off topic post, bring back places to farm, just make it harder for botters, then more people will want to do stuff on the new classes to achieve certain goals...
/endrant
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Jul 06, 2006, 01:37 PM // 13:37
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#36
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Frost Gate Guardian
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Right, now people want more farming grounds
Quote:
Originally Posted by Across The Battle
This might be because factions doesn't have a lot of soloable areas, runable areas, or anything that provides a goal to shoot for
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And all of those are done with either a Wa/Mo, a 55 Monk or a 55 Necro. Why do you think that would make people use more an Assassin (who sucks for solo farming) or a Ritualist (who sucks completely at running)?
Quote:
bring back places to farm, just make it harder for botters, then more people will want to do stuff on the new classes to achieve certain goals...
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That doesn't mane any sense.
Erasculio
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