May 28, 2009, 09:45 PM // 21:45
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#1
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Making missions a bit harder.
Currently editing the idea's for Balanced builds and not Monster skills. BBL
Mursaat Monk
[Aura of Faith][Contemplation of Purity][Draw Conditions][Dwayna's Kiss][Vigorous Spirit][Orison of Healing][Channeling][Spectral Agony]
Mursaat Necromancer
[Blood Renewal][Consume Corpse][Insidious Parasite][Life Siphon][Life Transfer][Mark of Subversion][Spectral Agony][Verata's Aura]
Mursaat Elementalist
[Chain Lightning][Enervating Charge][Thunderclap][Glyph of Concentration][Spectral Agony][Power Drain][Hex Eater Signet][Stoning]
Mursaat Mesmer
[Energy Surge][Ether Feast][Distortion][Power Leak][Power Drain][Drain Enchantment][Spectral Agony][Energy Tap]
Alright so the monk Has some added healing power with Dwaynas, and one more enchantment to manage energy and power contemplation. The necro has consume and verata's added to bring minion hate while also keeping its original build. The Ele was a bit harder to think about since it specs in Air, and there aren't many AoE air spells for core/proph. I added hex eater signet for a tiny bit of e management with AoE hex removal and stoning for some KD with enervating. The mesmer I got rid of its stances which either made it weak against all elements or strong against fire. They seemed rather...meh... I added distortion along with energy management to help defend against melee. Energy tap along with its existing surge feast and leak give it even more E-Denial.
Jade Bow
[Oath Shot][Whirling Defense][Determined Shot][Penetrating Attack][Spectral Agony][Healing Spring][Kindle Arrows][Savage Shot]
Jade Armor
[Crushing Blow][Devastating Hammer][Wild Blow][Spectral Agony][Crude Swing][Protector's Strike]["For Great Justice!"][Bonetti's Defense]
The Bow got some part support with Healing spring, so people will have to be aware of him as well as a monk, I also added kindle arrows for some more damage and savage shot for a Disrupt. The armor Was tough for me since Most of my favorite war builds use multicampaign skills like Flail. For now I just figured Crude Swing for easier Adrenaline gain + minor AoE, FGJ for Adrenaline, Protectors for + damage and Bonetti's for Energy management + defensive tactics.
Even if you don't like these skill ideas Ill be adding more later cuz its fun.
Last edited by ajc2123; May 29, 2009 at 03:29 AM // 03:29..
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May 28, 2009, 09:56 PM // 21:56
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#2
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Forge Runner
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I guess you can say the Mursaat aren't really that difficult, and it's true.
But I don't like the idea of Monster Skills, they should be using skills that we use, that's how the game should roll.
But perhaps buffing something for them would be good, maybe up a couple levels on them.
Then when you're commenting on Dorian... he should made into a boss, that should make him a couple levels higher. But I think Dorian needs more skills.
As for the Lich, he's strong enough, I think one or two titans should be invovled in the fight.
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May 28, 2009, 11:02 PM // 23:02
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#3
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Monster skills are bad.
Thus - no.
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May 28, 2009, 11:11 PM // 23:11
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#4
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Quote:
Originally Posted by upier
Monster skills are bad.
Thus - no.
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I'm sorry but how the hell are monster skills bad.
I want you to look at a couple things for me.
ALMOST every mob in every campaign, easily beaten with cookie cutter builds without ANY cons in HM H/H. Even easier with People.
Now look at the Dwarves in Slavers exile and Vloxen HM. Why are these so hard and H/H is forced to take advantage of pulling AI? Because their skill bars are not only balanced, but take advantage of synergy between campaigns. Now we can't do this at all in Proph/cantha/elona, since those skills need to be campaigns specific. We can't give mobs COMPLETE skill bar overhauls either. Thus Monster skills are invented. Granted they were here before Factions, but Monster skills allows for harder skillbars without messing around with the campaign specific rule that everyone was soooooo angsty about when UW mobs had campaign skills for a bit.
There's absolutely NOTHING wrong with monster skills and I think a Dino SHOULD have twisting jaws. I sure as hell cant bite it and do any damage, but it makes complete sense for the Dino to do it.
Monster skills are great.
I'm not saying MINE are the answer, but Monster skills are DEFINATLY an option to making the game harder without having to mess with the already complicated AI code.
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May 28, 2009, 11:13 PM // 23:13
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#5
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Wilds Pathfinder
Join Date: Aug 2007
Location: SATown~Tx
Guild: Guild Hopper!
Profession: R/
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the game is already painfuly slow, no need to make it even more of a "grind". monster skills should be left to..well monsters eg. dungeon bosses, mission bosses, bosses, and generaly boss like creatures. mursaats already have monster skill.
/unsigned.
i would much prefer more monsters over monster skills.
ohh and another CORE elite mission/dungeon eg. melandru shrine or lyssa?
Last edited by majikmajikmajik; May 28, 2009 at 11:16 PM // 23:16..
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May 29, 2009, 01:59 AM // 01:59
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#6
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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I may agree to give ONE monster sill to each race, but not a lot more.
Monsters have skillbars too, you know.
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May 29, 2009, 02:02 AM // 02:02
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#7
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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Proper monster mobs (balanced groups with heals, aoe, frontline, and shutdown) would be much more effective.
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May 29, 2009, 02:32 AM // 02:32
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#8
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Forge Runner
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Quote:
Originally Posted by Snow Bunny
Proper monster mobs (balanced groups with heals, aoe, frontline, and shutdown) would be much more effective.
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Agreed, cookie cutter builds only work on groups that lack balance.
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May 29, 2009, 03:17 AM // 03:17
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#9
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Grotto Attendant
Join Date: Mar 2005
Location: A little chalet outside Drok's
Guild: Natural Born Killaz
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Or just revert THK to what it was in the good old days - not this so-called assault of "Kill 2 baddies, wait, repeat" thing that it is now -YAWN. (the book trick can stay gone, tho)
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May 29, 2009, 03:33 AM // 03:33
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#10
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Desert Nomad
Join Date: Jul 2008
Location: Singapore
Guild: Royal Order of Flying Lemmings [ROFL]
Profession: Mo/
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Quote:
Originally Posted by Kook~NBK~
Or just revert THK to what it was in the good old days - not this so-called assault of "Kill 2 baddies, wait, repeat" thing that it is now -YAWN. (the book trick can stay gone, tho)
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...book trick?
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May 29, 2009, 05:00 AM // 05:00
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#11
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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When HM was announced, and we didn't yet know they were planning on increasing monster attack rate, movement speed, cast rate, recharge speed, etc., I was hoping for secondary classes. Eye of the North did that for monsters, but no HM. I know it is too late for them to make a major change like that, but I would love to see monsters have secondaries added for HM and skills selected that made for a comlpete team build. Give the Monks some energy management, the melee some hex/condition removal, etc. THings that you see in PvP regularly and would make a tougher fight for PvE.
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May 29, 2009, 06:38 AM // 06:38
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#12
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Administrator
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/signed for making mursaat a little tougher, and also I wouldn't mind one monster skill for each creature type, as long as it's there mostly for flavour (make it do something monster appropriate and balance it like a non-PvE skill).
__________________
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May 29, 2009, 06:58 AM // 06:58
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#13
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by ajc2123
I'm sorry but how the hell are monster skills bad.
I want you to look at a couple things for me.
ALMOST every mob in every campaign, easily beaten with cookie cutter builds without ANY cons in HM H/H. Even easier with People.
Now look at the Dwarves in Slavers exile and Vloxen HM. Why are these so hard and H/H is forced to take advantage of pulling AI? Because their skill bars are not only balanced, but take advantage of synergy between campaigns. Now we can't do this at all in Proph/cantha/elona, since those skills need to be campaigns specific. We can't give mobs COMPLETE skill bar overhauls either. Thus Monster skills are invented. Granted they were here before Factions, but Monster skills allows for harder skillbars without messing around with the campaign specific rule that everyone was soooooo angsty about when UW mobs had campaign skills for a bit.
There's absolutely NOTHING wrong with monster skills and I think a Dino SHOULD have twisting jaws. I sure as hell cant bite it and do any damage, but it makes complete sense for the Dino to do it.
Monster skills are great.
I'm not saying MINE are the answer, but Monster skills are DEFINATLY an option to making the game harder without having to mess with the already complicated AI code.
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This:
Quote:
Originally Posted by Snow Bunny
Proper monster mobs (balanced groups with heals, aoe, frontline, and shutdown) would be much more effective.
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Monster skills are the easy way out.
The same way that PvE skills are.
I approve your idea of better builds though. And like I've said in the balance thread - the devs should make sure to check the monster bars after each balance and buff/nerf the bars accordingly.
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May 30, 2009, 02:23 AM // 02:23
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#14
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Jungle Guide
Join Date: Apr 2006
Profession: W/R
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Quote:
Originally Posted by glacialphoenix
...book trick?
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used to be in thk whoever held i think it was the torch would get attacked by monsters so we used to prot spirit one person and have then stand by the big flamy thingy there obstructed from view just kept the healed and rest group never got attacked its called book trick from fow there is a book you retrieve and it worked the same way monsters only attacked person with book this has been longed changed and now the monsters attack everyone
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May 30, 2009, 02:49 AM // 02:49
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#15
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Krytan Explorer
Join Date: Aug 2006
Location: Deep in the Shire
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I like the idea of giving all enemies in HM only a second profession like in Gwen.
when I first bought the game it was nice to see the enemies have a nice kick in them.
Plus it actually made the enemies...gasp...tough!
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May 30, 2009, 04:09 AM // 04:09
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#16
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Wilds Pathfinder
Join Date: Aug 2006
Location: Chicago
Guild: LFG
Profession: R/
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Quote:
Originally Posted by rick1027
used to be in thk whoever held i think it was the torch would get attacked by monsters so we used to prot spirit one person and have then stand by the big flamy thingy there obstructed from view just kept the healed and rest group never got attacked its called book trick from fow there is a book you retrieve and it worked the same way monsters only attacked person with book this has been longed changed and now the monsters attack everyone
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Ohhhhh...the GEAR trick...gotcha.
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May 30, 2009, 04:50 AM // 04:50
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#17
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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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Join a PuG, problem solved, but other than that, /notsigned
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May 30, 2009, 06:11 PM // 18:11
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#18
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Quote:
Originally Posted by Zodiac Meteor
Join a PuG, problem solved, but other than that, /notsigned
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Problem NOT solved. As such, your comment is invalid
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May 30, 2009, 11:40 PM // 23:40
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#19
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Desert Nomad
Join Date: Jun 2006
Location: Look out!
Profession: E/
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It is what it is. They want to keep attracting new people, thus they can't make it impossibly hard just so the people who bought the game 4 years ago are still challenged.
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May 31, 2009, 01:42 AM // 01:42
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#20
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Finding 8 Ferothrax together in HM is enough for me not to ask for any harder stuff.
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