Jun 28, 2008, 06:57 PM // 18:57
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#81
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Forge Runner
Join Date: Nov 2005
Location: Character selection screen figuring what I want to play...
Guild: Purple Lingerie - :D
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Quote:
Originally Posted by Neo Nugget
Barrage would be so incredibly overpowered if it didn't remove skills like apply poison, ect.
It doesn't need a buff i don't think, though I guess it would make it even more fun to use with splinter weapon.
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Splinter+ignite+barrage= spam 1 on keyboard.
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Jun 28, 2008, 07:13 PM // 19:13
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#82
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Jungle Guide
Join Date: Apr 2008
Location: Serbia
Profession: Me/
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Quote:
Originally Posted by upier
I guess you never had your heroes/hench kill off the whole party when facing the Fiery Pony mesmers .....
Boom, boom, boom -> end of survivor.
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Yup , i had that happen , pretty unpleasant
Also i would like mosters to have more powerfull skills that are not moster skills. This would be a nice step.
And for the record I love them! No matter how many times they kill me , after seeing them tear apart my brothers party I love them Wish I had one as a minipet , but I don't have the money
Quote:
Splinter+ignite+barrage= spam 1 on keyboard.
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Way to make a mob scatter.
And even without ignite , it's still splinter+barrage=spam 1 on keyboard
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Jun 28, 2008, 07:37 PM // 19:37
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#83
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Oh yea btw, if you wanna fix Rits, change the functionality of Spawning power.
If your going to affect spirits with Spawning at least give it a little armor bonus also, and/or include item spell duration into it. there really is no reason to runRt unless you NEED the runes or using some sort of spirits strength thingymabober.
Their skills are still good, but, make it so their primary is worth using, like Necros Soul reaping or rangers expertise. BUt don't make it necessary to have for 90% of the builds like paragons leadership for energy management. Almost every build for paragons I see use leadership and imo it hinders some pretty cool build concepts. They are still awsome though anyways so....that last point is just a personal feeling.
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Jun 28, 2008, 07:41 PM // 19:41
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#84
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Emo Goth Italics
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^
All professions, except for Rits utilise their primary attribute.
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Jun 28, 2008, 07:43 PM // 19:43
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#85
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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I admit I like to run spirits strength Rt/A in RA just because its fun but, the only things rts have going for them right now is their awesome fashion sense. And even then, the males could use some pants.
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Jun 28, 2008, 07:46 PM // 19:46
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#86
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Emo Goth Italics
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Try [[ancestor's rage] and [[splinter weapon] at 14-> 16 spec.
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Jun 28, 2008, 07:49 PM // 19:49
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#87
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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I do, with my Mesmer and SoI lol. its not THAT much damage to sacrifice something like soul reaping energy management. Ele's could prolly run rt roles well themselves if they had to. Maybe make it so the 14-16 range make a larger difference, so that rt's would actually do a LOT more damage with helm+minor to sup runes. You know what I mean? Make those last 3 levels larger intervals for damage/effect increases
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Jun 28, 2008, 07:53 PM // 19:53
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#88
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Krytan Explorer
Join Date: Jan 2006
Profession: N/
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Thanks for the effort put into this.
I'm not going to comment on the specifics, I'm sure Anet would think long and hard about all those buff's before implementing them. They allways do. I see a few skill's being overbuffed and a few that still won't be used, but that's only understandable.
I can only reply : "Shaking things up a bit might be fun".
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Jun 28, 2008, 07:54 PM // 19:54
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#89
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Emo Goth Italics
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They already do. You'd be amazed at how much 14 (At 14 spec versus 10 spec) more damage equates to. Eles can run it. Any profession can run it, but when it's a Rt/x running it, it makes all the difference.
And SoI takes up your elite slot.
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Jun 28, 2008, 07:57 PM // 19:57
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#90
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Forge Runner
Join Date: Nov 2006
Profession: A/N
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How bout reverting Fox's Promise, Black Lotus Strike and Sharpen Daggers.
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Jun 28, 2008, 08:01 PM // 20:01
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#91
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Most people though (Including myself) Don't think that the - health major runes give and the lack of some inherent energy management like endless Soul reaping or a larger pool with Energy storage is worth the extra damage it gives. (+ 28 dmg in ancestors rage case with sup rune + head gear - 75 health) If it was say, +28 damage for just a minor rune and no headgear, then it would really be worth it imo, but for now, its not.
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Jun 28, 2008, 08:22 PM // 20:22
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#92
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Silence and Motion
Join Date: Jul 2006
Location: Buffalo NY
Guild: New Horizon [NH]
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As a whole I like the list and a lot of the suggested changes, however, I think you made a few oversights. The most apparent to me was the lack of love to Ritualists, who have suffered the most imo from PvP nerfs. Ritual Lord for Union/Shelter used to be a playable and very useful build, often replacing a prot monk in the elite missions. The fact that they die after so few hits (and after using their effect only a few times) makes them almost worthless. Rather than changing the recharge, Ritualists would be a much more balanced class if spirit HP reverted, returning the Rit to a more strategic support class, rather than just spamming spirits.
Mesmers also are not underpowered in PvE, with the right build Mesmers can do both a terrifying amount of damage, as well as shut down otherwise hard to defeat bosses. Even using a simple echo chain with Cry of Pain and Ether Nightmare quickly annihilates mobs, and bringing a few interrupts and aids such as Frustration allows players to even shut-down HM bosses with their increased casting speed. I support a couple of your suggested changes such as IW becoming a weapon spell, but from playing a mesmer regularly nothing else is really needed . Mesmers are probably never going to get decent PUGs, but that's why you have a guild and a friend's list.
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Jun 28, 2008, 08:22 PM // 20:22
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#93
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Jungle Guide
Join Date: Apr 2008
Location: Serbia
Profession: Me/
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I would like to see spirits get more survivability in pve. Mobs only need to breath near them to kill them. Maybe make spirits max level 15-ish? Or at least more armor scaled to spawning power? It will make rits more interesting mms if their minions had more armor.
EDIT: I would make the recharge of guilt , shame and mistrust a little lower. Really like them 3 spells , but the recharge is awful.
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Jun 28, 2008, 08:23 PM // 20:23
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#94
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Desert Nomad
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Quote:
Originally Posted by Sha Noran
my view is that PvE has been sacrificed as an environment designed to provide a challenge, and is now merely a playground where devastating skill combinations and simple player tactics are the status-quo. The split brought us a few things that had been previously designed as impossible (Shadow Form forever, Ether Renewal providing positive energy gain infinitely, etc.), and thus I can only assume you're throwing your hands up at the consistant and inevitable power creep that your game's design suffers from, and are now willing to sacrifice reasonable skill power levels to allow more people to have fun.
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you seem to be criticizing anet's decision to change pve from a challenge to "a playground" where players use overpowered skills/builds and inefficient/non-optimal player tactics can be used to great effect. you also seem to disagree with anet's apathy toward the pve power creep. however, the vast majority of the skill changes you suggested are buffs. i dont see how increasing the power level of seemingly random skills would fix the power creep and revert pve to a more challenging state.
edit:
Quote:
Originally Posted by kostolomac
It will make rits more interesting mms if their minions had more armor.
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minion bombers are generally more effective than minion masters, and minions with higher armor would be less likely to die and trigger death nova/jagged bones or fuel the group's necros with soul reaping.
Last edited by Rhamia Darigaz; Jun 28, 2008 at 08:27 PM // 20:27..
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Jun 28, 2008, 08:25 PM // 20:25
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#95
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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 Ariena Najea
As a whole I like the list and a lot of the suggested changes, however, I think you made a few oversights. The most apparent to me was the lack of love to Ritualists, who have suffered the most imo from PvP nerfs. Ritual Lord for Union/Shelter used to be a playable and very useful build, often replacing a prot monk in the elite missions. The fact that they die after so few hits (and after using their effect only a few times) makes them almost worthless. Rather than changing the recharge, Ritualists would be a much more balanced class if spirit HP reverted, returning the Rit to a more strategic support class, rather than just spamming spirits.
Mesmers also are not underpowered in PvE, with the right build Mesmers can do both a terrifying amount of damage, as well as shut down otherwise hard to defeat bosses. Even using a simple echo chain with Cry of Pain and Ether Nightmare quickly annihilates mobs, and bringing a few interrupts and aids such as Frustration allows players to even shut-down HM bosses with their increased casting speed. I support a couple of your suggested changes such as IW becoming a weapon spell, but from playing a mesmer regularly nothing else is really needed . Mesmers are probably never going to get decent PUGs, but that's why you have a guild and a friend's list.
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Mesmers FTW. The overlooked powerful class.
One guildie said they don't play Mesmers because the skill's are purple and weak. I just laughed
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Jun 28, 2008, 08:28 PM // 20:28
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#96
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Desert Nomad
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Quote:
Originally Posted by ajc2123
One guildie said they don't play Mesmers because the skill's are purple and weak. I just laughed
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i think that was intended
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Jun 28, 2008, 08:37 PM // 20:37
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#97
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Jungle Guide
Join Date: Apr 2008
Location: Serbia
Profession: Me/
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Quote:
Originally Posted by ajc2123
Mesmers FTW. The overlooked powerful class.
One guildie said they don't play Mesmers because the skill's are purple and weak. I just laughed
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A couple of my guildies said that , they changed their opinions after I mopped the floor with them , and showed and explained some PvE builds. But I still think they need a buff , at least revert [Mantra of Recovery] back.
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Jun 28, 2008, 09:05 PM // 21:05
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#98
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Quote:
Originally Posted by fenix
Actually Energy Denial does have its uses in certain areas. Look at Destructions Depths for an example, the Disc of Chaos can easily be beaten by bringing some edenial. Monsters don't have as much energy as you think, they just regen faster.
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No matter what buffs happen:
1) No group in their right mind would ever request energy denial for a PuG.
2) Energy denial is not and will never be effective in PvE (outside of mob exploits like Sympathetic Visage+Famine).
3) Simply killing a monster and interrupting skills is faster and more fun than energy denial ever could possibly be.
I don't know why I have to even say that. :S
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Jun 28, 2008, 11:23 PM // 23:23
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#99
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Jungle Guide
Join Date: Apr 2008
Location: Serbia
Profession: Me/
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If [Aneurysm] got a buff to damage per point of energy , I would consider E-denial , otherwise as Skye Marin said , e-denial is right now pointless except farming builds.
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Jun 28, 2008, 11:36 PM // 23:36
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#100
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Desert Nomad
Join Date: Jan 2008
Location: New York
Profession: W/R
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Would [skill]Prepared Shot[/skill] and [skill]Toxic Chill[/skill] have any changes?
I could also throw in some of my own changes, but I'm better at creating new ones rather than changing specifically.
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