Oct 02, 2007, 11:47 PM // 23:47
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#21
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Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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Quote:
Originally Posted by MistressYichi
You clearly have no idea how diversion should be played. You're not just spamming it. Thats what bad players do. Any player thats half decent will use it at the optimal time and land a diversion about 3/4 of the cast, so that the user has virtually no chance to end the cast. Any player that isn't a complete and utter moron isn't going to cast with diversion on them beforehand, unless its a skill that they know they can burn and get back quickly such as in case of a morale boost.
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Oh, I do know how you're supposed to use it, but for the life of me, I've never seen a half-decent Mesmer who'd use it based on the opponents' casting patterns. You're more likely to see that idiot chucking it on recharge because they can. There are way too many players who can't do it properly to really say that's the norm. Might be a side effect of my guild only playing at certain hours though.
Quote:
Originally Posted by jayce
Mark of Subversion is only dangerous for the exact same reason as Diversion along with Guilt, Shame and Mistrust. it doesn't matter whether or not it has a very specific requirement. they all do, with the exception of Diversion, which affects spells, attacks, signets, dogs and cats too. if one of these hexes is on you and you decide to cast a spell anyway, well its nobodys fault but your own. changing Mark of Subversion to effect all spells alone is reason enough for an increase in energy cost. but the recharge in my opinion is just too long considering the loss of health and not energy. everyone knows that it is 3 or 4 times as hard to recover energy than health. in a perfect world, i would love option 5, but option 2 looks to be the best fit with perhaps 15 energy cost, 2 cast time, and 20 recharge, of course with the ability to affect all spells. who knows, maybe we could see some necro secondaries if they can figure out how to cover the cost and i don't think thats necessarily a bad thing either. i don't mind seeing something different than curses every now and then.
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The conditionality matters, especially when Diversion can knock out your alternate healing (Signet of Rejuvenation/Devotion), and leave you without energy management for a minute. Mark hits their energy once, but is stronger when their teams defences are breaking down.
Raising the energy cost for whatever reason won't fix what's wrong with the skill. The energy trade-off becomes worse, and there would be less reason to use it, because you're expending 15 energy to stop their 5-10 energy spell. Is that worth it, if it gets a lowered recharge and ability to trigger on all spells? I don't think so, because skill slots are already in demand, but there's only 8 we can use per character. It still wouldn't be worth the skill slot, especially when you lose out on the utility of another secondary profession for that Mesmer. Even on a Necromancer primary, raising the cost to be 'refunded' back by Soul Reaping is questionable. The initial effect is already good, but the cost isn't worth it for the overall effect.
Quote:
Originally Posted by nunix
It's restricted because it's a Necromancer interrupt (fairly rare) and is not an "end-game" skill.
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It's not an interrupt, otherwise the trigger skill would go into recharge. It stops the skill from fully activating but doesn't cause the skill to recharge after use. If it was an interrupt, it'd be affected by Glyph of Concentration, Mantra of Concentration/Resolve and other anti-interrupt effects.
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