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Old Jun 23, 2005, 01:31 AM // 01:31   #21
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Lol, all the sad stories here... c'mon people. Don't give up. Regular farming is still possible if you re-strategize. Accept the challenge and go take of business.
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Old Jun 23, 2005, 02:20 AM // 02:20   #22
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Run around a bit, they cant hurt you with vile touch if they cant catch you. Bring something to get rid of poison and run around quite a bit. Don't rely on enchantments. It really isn't hard even at below level 10 with henchies - keeping moving is very important. You cant just stand and take a beating from a swarm of them, and the more you move the more you self heal.
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Old Jun 23, 2005, 02:55 AM // 02:55   #23
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I don't like farming. But making so many spots having "Ultimate Enchantments Removal Mob"(that's what i will call them...) is ridiculous.

Its making my war/mnk have only 2 mnk spells. Orison and word of healing. Mark of protection, Healing hands all those freaking long recast elite spells are useless. They instantly get removed within 1~2 secs after casting it. Oh you can say who cares? Just use non enchantment spells. Isn't Anet trying to promote the choice of skills for your character to make your character do different things at different situations?

If you are enchantment type of character you are screwed 75% of the time. Why waste your energy and skill slots when you know that most of the time the enchantment is going to be removed instantly. Especially those ELITE skills. Waste of skill slots for PVE. Anet is trying to make us go pure healing. Purely no enchantment type skills for PVE. That's going to limit what we can do. What choices do we have?
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Old Jun 23, 2005, 03:54 AM // 03:54   #24
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I cant wait till they add mobs with hex removal. The complaining will be oh so nice.
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Old Jun 23, 2005, 04:05 AM // 04:05   #25
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Anybody tried Riverside Province lately? I went there a couple days ago to get some attribute refunds, there are now more mesmers, elementalists and interrupt rangers than plain white mantle running around.
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Old Jun 23, 2005, 05:17 AM // 05:17   #26
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Just today, I wanted to see if there had been any change since I originally posted in this thread saying they were so easy with my necro (maybe things had changed, and now that my Wa/Mo is here, I'm seeing a slightly buffed scarab).


With my N/R, I can do Jade Scarabs with myself, 2 fighter henchies and a healer henchie without a SINGLE PROBLEM. I have practically no downtime going from one mob to the next and not a single death. (I'm litterally RACING to the next mob just so I can keep up momentum, I go back and pick up loot after the area has been cleared, this is how fast we move)

With my W/Mo, in a 6 person group (doesn't matter the configuration, the only thing that is constant is myself, another fighter, and a healer, the other henchies I choose between at random), there's at least 3 deaths just getting to the first teleporter from Amnoon, and my wamo is doing shit damage because I'm busy casting healing signet and orison.



BRING A MINION MASTER. I swear to god. I swear on all that is sacred. BRING A MINION MASTER. If they have curses, oh my god all the better. Mark of Pain and me and my minions LOVE jade scarabs. Amnoon should be flooded with "NEED MINION MASTER FOR CRYSTAL DESERT". We rape scarabs. We rape minos. We rape storm kin. The only thing I have a problem with is Hydras. They're just plain ****ing mean no matter what the group.
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Old Jun 23, 2005, 03:40 PM // 15:40   #27
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Quote:
Edit: Can Jade Scarabs be diseased? I'm going to go into battle and watch after they throw chilblains, they're supposed to be diseased. If they are, they would use plague touch to throw it on me and my group.
Yes, they indeed to that , rotting flesh is my opener, and they use plague touch to remove it from them. Very frustrating.

Quote:
I cant wait till they add mobs with hex removal. The complaining will be oh so nice.
Well i dont know if im just in a bad part of the game [Elona with the 3 vision crystals mission], but i was forced to drop Domination on my Mesmer prime because they remove my backfire [which costs 15 energy with a REALLY LONG recharge time] instantly. To add to that, i used 4 different "interupt" spells , and the mob just keeps on healing, i would interup orison, then -immediately- it will jsut cast again, in the end i had 4 interupts in "recharge" mode and he is happily casting orison and some other healing spell. Only way is to use the 'spells will take x time to recharge' spells, but guess what these hexes are just removed. The only thing that actually stopped this particular "group" was to primarily do as much damage as possible as fast as possible. Not strategy, just spam those damage.

Alternately Arcane thievery was alot more effective than my interupts/hexes [simply stealing damn orison is doing alot more than trying to interupt/slow the spell].


So in my expeience, nevermind enchantments, i shudder to think what the effect of curses [on my necro would be] if they remove hexes like that....

Last edited by silvertemplar; Jun 23, 2005 at 03:43 PM // 15:43..
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Old Jun 24, 2005, 07:45 AM // 07:45   #28
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Quote:
Originally Posted by Blackace
I cant wait till they add mobs with hex removal. The complaining will be oh so nice.
Skeleton Monks at least already Smite Hexes on themselves and allies.

Its only the fact that every third creature seems to have it thats annoying. But, basically, we have to suck it up, because its a bit of a taste of PvP, where your opponents actually have good hex and condition removal. It'll make better players in the end.
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Old Jun 24, 2005, 07:59 AM // 07:59   #29
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Quote:
Originally Posted by toastgodsupreme
Hydras. They're just plain ****ing mean no matter what the group.
Haha, ya gotta be wary of all those elem monsters in the desert. My necro has no problems with Jades either, but he's a Blood/Death necro.
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Old Jun 24, 2005, 08:48 AM // 08:48   #30
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Well, it's just the Necromancer packs that have enchantment removal now. But that was neccessary - Necro packs have consistently been total jokes when they didn't pack enchantment removal. Skales, Scarabs, Flesh Golems, whatever - before they stripped buffs they were all prime targets for power pharming.

So now all the Necro packs can strip buffs. I think it's kinda sad that the only way to make a Necromancer threatening is to stack him up with enchantment removal, but that's what happens when you have a utility class without threatening mechanics.

Peace,
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