Jun 09, 2009, 10:44 PM // 22:44
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#1
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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Protective Spirit (PvE)
I'd like to see the following PvE skill change:
Protective Spirit: Functionality changed to "For 5...19 seconds, target ally cannot lose more than 10% of their base max Health due to damage from a single attack or Spell."
Whoops, forgot something about Spirit Bond. Currently, Spirit Bond will heal its target if the damage it takes before damage is reduced is greater than 60. The mechanics of the skill simply need to be changed so that the skill looks at the damage dealt after the damage is reduced.
Last edited by Shayne Hawke; Jun 10, 2009 at 11:15 PM // 23:15..
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Jun 09, 2009, 10:48 PM // 22:48
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#2
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The Greatest
Join Date: Feb 2006
Profession: W/
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This will happen after all the crazy overpowered shit in PvE gets nerfed (so most likely never).
Don't see why you want to kill 55 monks.
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Jun 09, 2009, 10:53 PM // 22:53
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#3
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Quote:
Originally Posted by Arkantos
This will happen after all the crazy overpowered shit in PvE gets nerfed (so most likely never).
Don't see why you want to kill 55 monks.
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He isn't trying to kill 55 Monks, he is trying to kill 600 Monks. If you didn't notice his clause about Spirit Bond, that is what killed 600s. Either way, I don't see a reason for this, nor a point. Is there a reason Protective Spirit or Spirit Bond should be changed?
[edit]
Missed the 'base health' note for Protective Spirit. So this would be 480 for everyone? Meaing it would basically only allow 48 health to anyone it is on. Survivor insignias and runes of Vitae and Vigor would be included in 'base health'? Still don't see a reason for the change.... care to explain?
Last edited by MagmaRed; Jun 09, 2009 at 10:58 PM // 22:58..
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Jun 09, 2009, 10:59 PM // 22:59
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#4
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by MagmaRed
He isn't trying to kill 55 Monks, he is trying to kill 600 Monks. If you didn't notice his clause about Spirit Bond, that is what killed 600s. Either way, I don't see a reason for this, nor a point. Is there a reason Protective Spirit or Spirit Bond should be changed?
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I didn't notice, because I posted before he edited.
The nerf to protective spirit would kill 55/600 monks (not needed) and buff it for regular use (again, not needed). Either way, I still see no reason to change either skills. Kill the real problem before you kill a lesser problem (if you want to call 600 monks a problem), please.
Quote:
Missed the 'base health' note for Protective Spirit. So this would be 480 for everyone? Meaing it would basically only allow 48 health to anyone it is on. Survivor insignias and runes of Vitae and Vigor would be included in 'base health'? Still don't see a reason for the change.... care to explain?
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Base health would be 480, and runes wouldn't affect it. This would make every hit deal 48 instead of 5 damage on a 55 monk, which is what I meant by kill 55 monks. He's asking to kill 55 and 600 monks it seems.
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Jun 09, 2009, 10:59 PM // 22:59
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#5
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by MagmaRed
He isn't trying to kill 55 Monks, he is trying to kill 600 Monks. If you didn't notice his clause about Spirit Bond, that is what killed 600s. Either way, I don't see a reason for this, nor a point. Is there a reason Protective Spirit or Spirit Bond should be changed?
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That change to Prot Spirit will kill 55 monks. Assuming base health meant the unmodded 480.
It's actually a buff to Prot spirit for general use though, seeing as most players will have more than 480 for their max health.
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Jun 09, 2009, 11:07 PM // 23:07
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#6
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Frost Gate Guardian
Join Date: Mar 2009
Location: Florida
Guild: [Play]
Profession: D/
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nerf 55's? wow
nerf all the other overpowered PvE skills. 55 doesnt need a nerf
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Jun 09, 2009, 11:12 PM // 23:12
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#7
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Academy Page
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This was a common suggestion four years ago
Nowadays, 55 monks are nothing compared to the PvE skills
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Jun 09, 2009, 11:40 PM // 23:40
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#8
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
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Jun 09, 2009, 11:45 PM // 23:45
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#9
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Furnace Stoker
Join Date: Oct 2005
Location: Planet Earth, Sol system, Milky Way galaxy
Guild: [ban]
Profession: W/
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No, reworking those skills as you've outlined would encourage players to use a different build to farm.
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Jun 09, 2009, 11:46 PM // 23:46
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#10
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by Shayne Hawke
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
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Does it honestly matter at this point? There's more overpowered builds than 600/smite, and ANet doesn't care. Sure, nerf 600/smite, you still have everything else. In the end you change nothing.
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Jun 09, 2009, 11:48 PM // 23:48
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#11
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Imma Firin Mah Rojway!
Join Date: Aug 2008
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
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WTB Infuse spammer with Protective Bond!
Change that skill to?
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Jun 09, 2009, 11:53 PM // 23:53
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#12
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Krytan Explorer
Join Date: Mar 2006
Guild: The Legends Of Melee [SSBM]
Profession: Mo/
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If you really want to nerf 600's, why not nerf holy wrath? I'm not saying I think that 600's should be nerfed, but holy wrath seems to be the most questionable skill they use, seeing as you can maintain the enchanment even at zero energy when the -10 energy loss holy wrath causes no longer matters. Maybe make the smiters job a little bit more challenging, as they are extremely boring to use anyways. Maybe holy wrath causes a smaller amount of energy loss, but is removed when you reach zero energy, meaning the smiter would have to spam blessed signet with mantra of inscriptions, idk, just an idea.
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Jun 09, 2009, 11:54 PM // 23:54
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#13
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by sonofthort
If you really want to nerf 600's, why not nerf holy wrath? I'm not saying I think that 600's should be nerfed, but holy wrath seems to be the most questionable skill they use, seeing as you can maintain the enchanment even at zero energy when the -10 energy loss holy wrath causes no longer matters. Maybe make the smiters job a little bit more challenging, as they are extremely boring to use anyways. Maybe holy wrath causes a smaller amount of energy loss, but is removed when you reach zero energy, meaning the smiter would have to spam blessed signet with mantra of inscriptions, idk, just an idea.
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If they're able to keep it up with blessed signet, you're changing nothing.
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Jun 10, 2009, 12:00 AM // 00:00
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#14
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Krytan Explorer
Join Date: Aug 2006
Location: Deep in the Shire
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So apparently the OP has problems with 55 monks and 600 monks
but
these are still bad ideas
I do not see why he suggested these changes
I see no problem with PS or SB
Last edited by Hanging Man; Jun 10, 2009 at 12:44 AM // 00:44..
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Jun 10, 2009, 12:00 AM // 00:00
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#15
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Imma Firin Mah Rojway!
Join Date: Aug 2008
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
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Quote:
Originally Posted by Arkantos
If they're able to keep it up with blessed signet, you're changing nothing.
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If it causes 2 or even 1 energy loss you won't be able to maintain it with more than 5 enemies plowing you with increased everything.
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Jun 10, 2009, 12:22 AM // 00:22
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#16
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Supastar~ ★
Join Date: May 2006
Location: USA [GMT -7]
Guild: Sierraas Asian Harem [love]
Profession: Me/
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Quote:
Originally Posted by Shayne Hawke
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
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- After doing eotn dungeon books on 5 characters, I enjoy being lazy and getting ran.
- If I wanted to PvP for my title, I would. Personally I can't stand the people there, and if it was up to me I'd remove it. Fix HA and bad GvG meta first.
Prot Sprit is fine, bring back 2s rc on Spirit Bond imo. :P
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Jun 10, 2009, 12:34 AM // 00:34
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#17
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Frost Gate Guardian
Join Date: Oct 2008
Location: Floirda
Guild: [ASH]IGN: Tokyo Hina
Profession: W/E
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Quote:
Originally Posted by Shayne Hawke
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
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Compared to SF and cryway they are far less problematic. SF dominates elite areas.
For the fff note, even b4 the introduction of fff methods, AB and such was sooooooooo annoying. The skill lvl of most groups wouldnt change(nor will the attitudes)
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Jun 10, 2009, 12:50 AM // 00:50
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#18
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Jungle Guide
Join Date: Jan 2009
Location: Imperial Sanctum
Guild: Legendary Drunken Masters [DUI]
Profession: E/Me
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55 and 600 monks help the economy, by sinking gold to lockpicks via dungeon runs (most people bring like 10 lockpicks each run or so :P) and 55 monks help out with Powerleveling and other uses, wich help circulate the money flow :P
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Jun 10, 2009, 01:19 AM // 01:19
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#19
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Forge Runner
Join Date: Sep 2007
Guild: Trinity of the Ascended [ToA]
Profession: A/
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Maybe I'm missing something but uhhhhmmm... DPing parties are gonna be screwed without penalty removal.
Just as speculation, a standard 600 health with 60% DP has 240 health, and with your suggestion, damage is limited to 48 per hit. This means that even with Prot Spirit 5 hits without a heal is death, which is entirely possible in a short amount of time in HM.
I understand that this is attempting to nerf 600/smite, but really, it's not effective for it without heavy side effects in other areas of use. Prot Spirit is such an essential skill is normal HM PvE gameplay that nerfing it in any way would be really detrimental.
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Jun 10, 2009, 02:03 AM // 02:03
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#20
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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To me, the bottom line would be that permasins should be nerfed before invincimonks (of either variety). As things currently stand, removing invincimonks is just likely to get them replaced by permasins.
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