Apr 19, 2008, 06:58 PM // 18:58
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#21
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Furnace Stoker
Join Date: May 2006
Profession: R/
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Quote:
Originally Posted by Phoenix
Lightning Orb needs to becoem a serious AoE Skill, because thats what Lightning Orbs normally do - AoE damage. They hurt everythign, that comes too near to them, because their lightnings shoot out at all directions and react on things, that come near to them, like magnets.
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WTF are you talking about? Lightning Orbs don't "normally" do anything; this is a game we're talking about, and these orbs are supposed to be magical. It can do whatever the f*** the devs decide it's balanced to do. Fireballs also "normally" set fire to everything in the area, but you don't see every fire magic spell triggering Burning do you?
Balancing based on what the particular spell "should" do or on what other games have spells with the same name do = fail. And that is why your posts are lamented by anyone with half a brain, it's just that most people have given up trying to tell you why you fail.
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Apr 19, 2008, 06:59 PM // 18:59
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#22
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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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Lighting Hammer could Knock Down if the target is under a Water magic Hex, for example, to give extra 'ding' for the cost.
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Apr 20, 2008, 05:28 AM // 05:28
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#23
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Frost Gate Guardian
Join Date: Nov 2005
Profession: E/R
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Quote:
Originally Posted by ShadowsRequiem
Yah LO is a projectile which can be aviod very easy, thats why its less energy. LH always hits so it makes perfect sense.
Though I myself never understood why Ligthning orb caused cracked armor.
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/notsigned. I agree with above post. An auto hit versus an avoidable hit.
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Apr 20, 2008, 05:33 AM // 05:33
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#24
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Banned
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Quote:
Originally Posted by ModoBasico
That's my point.
I liked Phoenix' idea, but I think is good for GW2, because it's a too big change.
To be honest, I like LOrb and LH as they are, but I prefer them with CA (obvously) and, as LOrb+CA is too strong, maybe is better to increase its cost or even better LH+CA.
Let's see may 1st.
Thx for you invaluable opinion, guys.
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BIG DAMAGE SPELLS SHOULD NOT GET CRACKED ARMOR.
ESPECIALLY ONES THAT ARE UNDODGEABLE.
When a skill is "too strong," you don't increase energy cost to balance it, you weaken it a tad to get it back in line.
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Apr 20, 2008, 12:20 PM // 12:20
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#25
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Desert Nomad
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Quote:
Originally Posted by Skyy High
WTF are you talking about? Lightning Orbs don't "normally" do anything; this is a game we're talking about, and these orbs are supposed to be magical. It can do whatever the f*** the devs decide it's balanced to do. Fireballs also "normally" set fire to everything in the area, but you don't see every fire magic spell triggering Burning do you?
Balancing based on what the particular spell "should" do or on what other games have spells with the same name do = fail. And that is why your posts are lamented by anyone with half a brain, it's just that most people have given up trying to tell you why you fail.
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I lol'ed. I could ask you the same, because you totally talk about something different, than I do...
I do not talk about balance about this god damn skill, I do talk about its effect and that the effect of this Skill doesn't fit to its Skills Name, because Lightning Orbs DEAL aoE damage, there you can say so much about it, with an other opinion, as you want, its the truth. Other older games simple made better Lightning Orb Skills, which effects fit better to what Lightning Orbs are as one of the most powerful Lightning Spells of all with a kind of Chain Lightning Effect hitting multiple targets over a certain time, which come too near to the Orb.
Your comparement with Fireball absolutely don't works, because what you say is just simple said wrong ...
a Fireball is not = an Inferno, but still even the Fireball Skill in GW does hit multiple targets, which stand adjacent to the targeted foe !!!
At least that effect should have Lightning Orb too, combined with the synergetic condition requirement first that the target must be hexed with some water spell.
The one, who does fail in the moment here is just YOU, for comparing apples with oranges
Quote:
Originally Posted by MithranArkanere
Lighting Hammer could Knock Down if the target is under a Water magic Hex, for example, to give extra 'ding' for the cost.
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Exactly that ,what I want LH to do, would be alot more logical, than cracked armor
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Apr 20, 2008, 12:38 PM // 12:38
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#26
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Jungle Guide
Join Date: Feb 2007
Location: America.....got a problem with that?
Guild: [Lite]
Profession: W/
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Quote:
Originally Posted by Enix
Both should have some small amount of AoE - just adjacent maybe. Would make lightning skills much more viable in PvE without hurting PvP too much (no flames, pretty please).
At least fix the fact that LH will cancel if your target dies mid-cast, causing to lose all energy from the cast even if you are attuned.
Rot's Invoc is a staple on my Ele bar. It used to be much more spamable, but still does good damage for very little cost, if you are double attuned.
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yes, adjacent range would be good, but not anything higher than that, or else anet will take away our 25% armour peircing.
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Apr 20, 2008, 12:59 PM // 12:59
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#27
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Forge Runner
Join Date: Nov 2006
Profession: A/N
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If I wanted AoE damage I'd look at Fire skills.
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Apr 20, 2008, 01:59 PM // 13:59
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#28
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Desert Nomad
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Quote:
Originally Posted by BlackSephir
If I wanted AoE damage I'd look at Fire skills.
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small minded anyone ? individual anyone ?
Ever thought about, that Fire is not the only Attribute, that can deal AoE damage, that Earth is not the only Attribute, that could have defensive Skills, that Water could be not the only Attribute with Hexes and that Wind is not the only Attribute, which Skills could be very good versus single targets.
Theroretically all Elements could have skills with similar effects for all kinds of gameplay, be it Damage Dealer, Spiker, or Supporter...
Elementalists are the best Allrounders of all Professions, if Anet would let them be them only, because with their elemental Spells they could do any jobs, even healing, but thats the only thign, what Fire Magic couldn't do, healign goes against the nature of the destructive fire, but all other 3 elements could have also healing skills...
However, about what I talk is the point, that Anet did imo a bad decision with it, to limit the gameplay of the Elementalists on their Attributes.
Because it simple means lesser individuality and variety for players.
It limits players which want to be powerful damage dealers to play only as pyromancers (fire eles) and that is silly. The choice of what kind of ele you play should be imo not influence by the choice of which element you use
I wish for example, it would give also protective Fire Skills, like Fire Shield, Flame Wall or so ...
Wind is not only limited to spike spells, there you exist enough aoE spells similar to Fire Spells, but based on Wind... I personally miss in GW most a Tornado Spell, the ability to create a nice big Hurrican or so to demolish everything with it, what stays in the way of it. Or to create a huge tidal wave to crush with it my foes, that would be a cool water aoe spell or to summon a Blizzard (Snow Storm) which could be similar to Sand Storm!!
Why must have only Lightning Spels 25% AP... somethign that could have some single target spells of all other elements too, its nothing such special of an effect, that it could be used by Lighting spells only.
Fire can ignore Armor too through massive Heat and simple burning it to ashes, Ice can ignore Armor trough rust and Earth can ignore Armor through simple cracking it, because nothign is harder, than diamonds from earth, which can easily pierce through simple metals like iron, bronze or even steel, just a matter of pressure.
Lightnign just ignores armor only, because metal leads electricity.
I hope for GW2, that the system of Elementalists attributes won't be again so small minded and forces players to play specific elements, when they want to be this or that - the choice of the element should play in GW2 absolutely no matter, because all elements should have similar skills for either AoE, Single target spiking, conditions in form of hexes or supporting by helping in defense or healing (at least wind, earth and especially water should have some heal skills, ala "Purifying Rain" or so)
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Apr 20, 2008, 02:26 PM // 14:26
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#29
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Wilds Pathfinder
Join Date: Aug 2006
Profession: Me/
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Quote:
Originally Posted by Phoenix Tears
Both skills imo need serious Redesings.
Lightning Orb needs to becoem a serious AoE Skill, because thats what Lightning Orbs normally do - AoE damage
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WHAT THE HELL?!
Dude... i mean... come on! No!!
Back to the topic:
In my opinion, Lightining Hammer should cause cracked armor, although it cant be dodged, because 25 energy is too much for a skill that can be used frequently and you cant mantain the energy pool like Rodgorsts with Mind Blast.
And like someone compared Firball to Rodgorts, i belive Lightining Hammer should be the expensive but a bit more powerful version of Lightining Orb. Just like Rodgorts is to Fireball.
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Apr 20, 2008, 02:38 PM // 14:38
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#30
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Forge Runner
Join Date: Nov 2006
Profession: A/N
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People fail to realize why we have different attributes to do different things.
Like, y'know, why it's hammers that have knockdown, not sword or axes.
V
But Bull is Strength not Sword!
Last edited by BlackSephir; Apr 20, 2008 at 03:02 PM // 15:02..
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Apr 20, 2008, 03:04 PM // 15:04
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#32
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Forge Runner
Join Date: Jun 2005
Location: Dark Side of the Moon
Guild: Fat Kids Are Hard To Kid[nap]
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LO is projectile, so can be obscured/dodged.
LH is direct dmg spike, can hit through walls, etc.
Fine the way it is. Both are for spiking, just depends if your running a snare in your spike for LO, or just straight up ele spike with LH
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Apr 20, 2008, 06:35 PM // 18:35
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#33
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Academy Page
Join Date: Apr 2007
Location: I'm right behind you. And you're DISGUSTING.
Guild: Your Moms Name Here [derp]
Profession: N/
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Lightning Hammer, imho (which no one cares about) would do better to be reduced to 15 energy like Orb. Although the 25 energy cost isn't a huge problem if Air Attunement is on.
Since there is already Armor Penetration on Orb, cracked armor is a little excessive. Shell Shock as a precursor to Orb is a little more "fair."
Quote:
Originally Posted by Powerful White Man
BIG DAMAGE SPELLS SHOULD NOT GET CRACKED ARMOR.
ESPECIALLY ONES THAT ARE UNDODGEABLE.
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Lightning Orb is VERY dodge-able, I don't know what you're talking about. The only time it becomes especially difficult to dodge is when a Glyph of Swiftness is used beforehand.
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Apr 20, 2008, 06:40 PM // 18:40
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#34
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Desert Nomad
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
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I would like to see LH get knock down for the extra cost but thats just me.
why, because then I would use it more often.
~the rat~
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Apr 20, 2008, 06:43 PM // 18:43
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#35
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Wilds Pathfinder
Join Date: Jul 2007
Guild: Relentless Aggressors [rA]
Profession: R/Mo
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Quote:
Originally Posted by thor hammerbane
LO is projectile, so can be obscured/dodged.
LH is direct dmg spike, can hit through walls, etc.
Fine the way it is. Both are for spiking, just depends if your running a snare in your spike for LO, or just straight up ele spike with LH
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Should be running LO over LH though because of the energy cost...
25 energy is bad.
(PvP perspective)
@ Phoenix Tears, metal conducts electricity for the 25% armor-ignoring I think is what they were trying to do
Last edited by Tearz1993; Apr 20, 2008 at 06:46 PM // 18:46..
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Apr 20, 2008, 07:03 PM // 19:03
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#36
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Lion's Arch Merchant
Join Date: Jul 2007
Guild: Ecnegilletni Laicifitra [朔mud]
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they are going to revert back to the old lorb though after the next monthly tournament.
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Apr 20, 2008, 07:18 PM // 19:18
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#37
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Furnace Stoker
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Oh my GOD!!!
Phoenix tears you are teh awesome lol. <3 your posts here for real.
I have an idea for lightning orb too. If it misses, all nearby foes take 52 damage becuz it explodes when it hits the ground.
Last edited by bhavv; Apr 20, 2008 at 07:28 PM // 19:28..
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Apr 21, 2008, 02:30 PM // 14:30
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#38
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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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Quote:
Originally Posted by bhavv
Oh my GOD!!!
Phoenix tears you are teh awesome lol. <3 your posts here for real.
I have an idea for lightning orb too. If it misses, all nearby foes take 52 damage becuz it explodes when it hits the ground.
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But to miss it could be a projectile or a delayed hit (like the Meteor) and it hits instantly.
I stick with the knockdown if the enemy is under a water hex. Sounds much more like water magic.
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Apr 21, 2008, 03:09 PM // 15:09
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#39
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Frost Gate Guardian
Join Date: Aug 2007
Location: Bran - Romania
Guild: TIGG
Profession: Mo/A
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Lightning Orb: this skill no longer applies Cracked Armor. - This is a "temporary tournament update" targeted at the final cash-prize tournament, which will take place at the end of April. The skill changes are temporary and will be in effect for only two weeks. They are all geared toward addressing the most immediate issues with Guild Battles. In order to reduce the possible negative impact on PvE play, ArenaNet will be reverting the changes on May 1st....
Uhm? LO ftw. I guess LH is a bit underpowered but meh even if 25e u run it only in dual attunement bar...
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Apr 21, 2008, 11:57 PM // 23:57
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#40
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Desert Nomad
Join Date: Aug 2006
Guild: HoVa
Profession: W/N
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^Orb will have cracked armour back soon enough. And 10 energy isn't much considering it's the difference between always hitting or having your target kite away or dodge behind terrain.
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