Apr 09, 2007, 09:32 AM // 09:32
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#241
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Ascalonian Squire
Join Date: Mar 2007
Guild: Elysium of Angels
Profession: W/R
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Quote:
Originally Posted by bloody streak
the pet isnt your weapon its a spell
(a weapon i GW is somthing you weild
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Soooo if its a spell why does it have hit points? It's an animal companion.
And if you are tired to just stand and look at ur pet fighting have 9 in marksmanship then.
Stop complaining about it, and if rangers get another weapon my paragon should get high-pitched opera voice that has req 9 to leadership.
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Apr 10, 2007, 12:45 AM // 00:45
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#242
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Frost Gate Guardian
Join Date: Mar 2007
Location: SB
Guild: slayers players
Profession: E/Mo
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Quote:
Originally Posted by Illuminator
Soooo if its a spell why does it have hit points? It's an animal companion.
And if you are tired to just stand and look at ur pet fighting have 9 in marksmanship then.
Stop complaining about it, and if rangers get another weapon my paragon should get high-pitched opera voice that has req 9 to leadership.
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dude you seriously need to stop whining look through this thread and the majority want a new weapon
first of all it is a spell if you say "why does it have hit points" then why does Flare have hit points; having a pet is a spell because its equipped in your spell bar (think before you speak please or don't reply to the thread)
second, how do you have 9 marksmanship when all your attrbs are drained into WS BM and expertise. ive said this before
and why the hell would u have an opera voice thats kinda lame
if you want a new wep for the paragon start a thread about it; even though a paragon isn't off balanced like a ranger (off balance is the wrong term for it, cant think of the words for it, but you get my drift)
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Apr 10, 2007, 12:48 AM // 00:48
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#243
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Academy Page
Join Date: Jul 2006
Location: UK
Guild: Moon Unit Carby
Profession: R/Me
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Quote:
Originally Posted by Lydz
Yes, elementalists' primary source of damage is spells, and they do have weapons linked to their attributes, but those weapons aren't of much use to them. I certainly am not going to kill a ranger with my staff and no spells, because I don't have any skills that relate to my staff (minus the Conjure X spells).
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Neither +20% Enchantment duration, 20% HCT/HSR, +(15-20) Energy, nor 20% Attribute +1 is of much use to an Elementalist?
Using a Stave to bring up pet DPS to that of melee weapons is not a bad idea. Using a Stave to add in exactly the same bonuses that most other professions get isn't really that bad an idea either. Adding in similar weapons so that Deadly Arts/Wind Prayers wasn't so awkward to use isn't really a terrible idea either.
Also, i wouldn't really mind if Paragons got Command or Motivation weapons.
Last edited by shirosae; Apr 10, 2007 at 12:51 AM // 00:51..
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Apr 10, 2007, 12:54 AM // 00:54
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#244
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Ascalonian Squire
Join Date: Dec 2006
Location: GMT -6 hrs (I'll let your mind wander)
Guild: Running Rangers [RR]
Profession: R/
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/not signed. sorry, but beast mastery is the focus on beasts, either way if u plan on using a bow you should be planning on using marksmanship.
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Apr 10, 2007, 01:32 AM // 01:32
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#245
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Krytan Explorer
Join Date: Nov 2006
Profession: Rt/
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"I'm wielding a Flea Comb and a Catnip Mouse!"
the silly in me thinks that would be sweet. but...idk. it is a tad frustrating to have to use up precious attribute points in marksmanship and expertise just to use yr bow and manage yr energy when you're not using any (or very few) skills from those attributes, also leaving you with limited healing and very few ways to use yr secondary profession.
having bows with other attribute requirements other than marksmanship doesn't make sense though. however, i would buy into staffs/wands/offhands for wilderness survival and beast mastery.
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Apr 10, 2007, 01:46 AM // 01:46
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#246
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Forge Runner
Join Date: Mar 2007
Guild: Astral Revenants
Profession: P/W
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I'm wielding an Adept Small Puppy of Beast Mastery!
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Apr 10, 2007, 01:48 AM // 01:48
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#247
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Frost Gate Guardian
Join Date: Mar 2007
Location: SB
Guild: slayers players
Profession: E/Mo
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Quote:
Originally Posted by rohara
"I'm wielding a Flea Comb and a Catnip Mouse!"
the silly in me thinks that would be sweet. but...idk. it is a tad frustrating to have to use up precious attribute points in marksmanship and expertise just to use yr bow and manage yr energy when you're not using any (or very few) skills from those attributes, also leaving you with limited healing and very few ways to use yr secondary profession.
having bows with other attribute requirements other than marksmanship doesn't make sense though. however, i would buy into staffs/wands/offhands for wilderness survival and beast mastery.
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it is hard to manage bow to do still low dmg but i want a pet
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Apr 10, 2007, 01:50 AM // 01:50
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#248
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Frost Gate Guardian
Join Date: Mar 2007
Location: SB
Guild: slayers players
Profession: E/Mo
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I'm wielding a Fiery Scratching Post of MeowMix.
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Apr 10, 2007, 06:39 AM // 06:39
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#249
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Lion's Arch Merchant
Join Date: May 2005
Profession: D/
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Quote:
Originally Posted by rohara
it is a tad frustrating to have to use up precious attribute points in marksmanship and expertise just to use yr bow and manage yr energy when you're not using any (or very few) skills from those attributes, also leaving you with limited healing and very few ways to use yr secondary profession.
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Then Dont Use A Bow
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Apr 10, 2007, 07:08 AM // 07:08
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#250
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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If rangers get a new type of weapon then so should assassins and dervs.
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Apr 10, 2007, 07:42 AM // 07:42
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#251
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Academy Page
Join Date: Jun 2006
Location: France
Guild: DEBS
Profession: R/
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/signed
Something else than a bow, would be great. The Whip is a good idea
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Apr 10, 2007, 12:11 PM // 12:11
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#252
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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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Bows are the only martial weapon with so different types:
Longbow 2.4 seconds 1.6 0.59 seconds Normal Medium None
Flatbow 2.0 seconds 1.6 0.88 seconds Large Poor None
Hornbow 2.7 seconds 1.4 0.59 seconds Normal Medium 10% Armor penetration
Recurve Bow 2.4 seconds 1.4 0.40 seconds Small Good None
Shortbow 2.0 seconds 1.05 0.59 seconds Normal Medium None
There are differences between short and long swords? No.
Do the other martial classes have different choices than their weapons and shields? No. Warrior have linked to all weapons... but many weapons it's their specialty. Paragons even don't have a shield linked to Leadership.
So... why?
Because Ranger is your favourite class?
Then I want knucles to smitting, and daggers for blood magic.
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Apr 10, 2007, 01:48 PM // 13:48
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#253
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Academy Page
Join Date: Jul 2006
Location: UK
Guild: Moon Unit Carby
Profession: R/Me
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Quote:
Originally Posted by MithranArkanere
Do the other martial classes have different choices than their weapons and shields?
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You mean like Warrior, with shields in both Strength and Tactics, and Paragon, with shields in both Command and Motivation?
Isn't this the reason that so few people use Deadly Arts or Wind Prayers? Because there aren't enough attribute points to make using those lines viable?
Making infrequently used attribute lines more feasible without giving them some insanely overpowered skills is hardly a bad idea.
Quote:
No. Warrior have linked to all weapons... but many weapons it's their specialty. Paragons even don't have a shield linked to Leadership.
So... why?
Because Ranger is your favourite class?
Then I want knucles to smitting, and daggers for blood magic.
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Smiting already gets weapons with damage, HCT/HSR +20% Enchant etc. So does Blood Magic.
I want some Beastmastery weapons because my pet complains whenever i try to fit him with a weapon mod. Adding a staff with bonuses to Wilderness Survival sounds good too. If adding a set of new weapons to allow easier use of awkward attribute lines works, i'm all for that too.
Just while i'm thinking:
WS:
Insightful Staff of Wilderness (Inscription: "I Have the Power!"):
Damage 11-22 (req9), Energy +10, Energy +5, Energy +5, Wilderness Survivial +1 (20%), Half Skill Recharge Wilderness Survival (20%)
BM:
Zealous Throwing Axe (shortbow range):
Damage 11-22 (req9), Energy Gain +1/-1
Offhand Focus of Beastmastery:
Energy +6 (req9), Beast Mastery +1 (20%)
To those of us who have actually read the thread: The above is what we're thinking, yay or nay?
Last edited by shirosae; Apr 10, 2007 at 01:56 PM // 13:56..
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Apr 10, 2007, 02:01 PM // 14:01
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#254
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Nebraska
Guild: The Killer Panda Bears
Profession: W/Mo
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/signed
I agree we should have more options.
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Apr 10, 2007, 04:23 PM // 16:23
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#255
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Quote:
Originally Posted by Kool Pajamas
If rangers get a new type of weapon then so should assassins and dervs.
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Agreed. Staves/wands/focus items all around.
Warriors get a weapon or off-hand for each attrbute, as do all casters. The Paragon gets 2 different shields and a weapon. Assassin, Dervish and Ranger can all make offensive characters using an offensive attribute and yet not have a weapon - Shadow Arts isn't offensive, but an off-hand might be nice for those using it.
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Apr 10, 2007, 09:34 PM // 21:34
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#256
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Academy Page
Join Date: Jan 2007
Profession: D/Mo
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Yes, and assassins need daggers for crit strikes and deadly arts, and dervs need staves for wind and earth prayers.
What?
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Apr 10, 2007, 10:25 PM // 22:25
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#257
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Frost Gate Guardian
Join Date: Mar 2007
Location: SB
Guild: slayers players
Profession: E/Mo
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Quote:
Originally Posted by Kool Pajamas
If rangers get a new type of weapon then so should assassins and dervs.
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why theyre not having problems and nobody is complaining in other threads
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Apr 10, 2007, 10:29 PM // 22:29
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#258
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Frost Gate Guardian
Join Date: Mar 2007
Location: SB
Guild: slayers players
Profession: E/Mo
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Quote:
Originally Posted by Kynareth Adeus
Yes, and assassins need daggers for crit strikes and deadly arts, and dervs need staves for wind and earth prayers.
What?
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ok now you guys just want a weapon for every attrb where the hell is the fun in that
i mean everything will have to be nerfed and there will be no skill in it
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Apr 10, 2007, 10:58 PM // 22:58
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#259
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Frost Gate Guardian
Join Date: Mar 2007
Location: SB
Guild: slayers players
Profession: E/Mo
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Quote:
Originally Posted by shirosae
You mean like Warrior, with shields in both Strength and Tactics, and Paragon, with shields in both Command and Motivation?
Isn't this the reason that so few people use Deadly Arts or Wind Prayers? Because there aren't enough attribute points to make using those lines viable?
Making infrequently used attribute lines more feasible without giving them some insanely overpowered skills is hardly a bad idea.
Smiting already gets weapons with damage, HCT/HSR +20% Enchant etc. So does Blood Magic.
I want some Beastmastery weapons because my pet complains whenever i try to fit him with a weapon mod. Adding a staff with bonuses to Wilderness Survival sounds good too. If adding a set of new weapons to allow easier use of awkward attribute lines works, i'm all for that too.
Just while i'm thinking:
WS:
Insightful Staff of Wilderness (Inscription: "I Have the Power!"):
Damage 11-22 (req9), Energy +10, Energy +5, Energy +5, Wilderness Survivial +1 (20%), Half Skill Recharge Wilderness Survival (20%)
BM:
Zealous Throwing Axe (shortbow range):
Damage 11-22 (req9), Energy Gain +1/-1
Offhand Focus of Beastmastery:
Energy +6 (req9), Beast Mastery +1 (20%)
To those of us who have actually read the thread: The above is what we're thinking, yay or nay?
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yay
a staff wouldnt look that great for a ranger how about
Zealous Walking Stick of Wilderness Survival
Earth Dmg 10-20 (req 8 Wilderness Suvival)
Inscription: "Knowing is Half the Battle"
Armor +5 (while casting)
Energy gain on hit: 1
Energy regeneration: -1
+1 Wilderness Survival (20%chance while using skills)
Range: this weapon has half the normal range
Attack Interval: 1.75
Arc Size: small
Projectile Flight Time: .4 seconds
and for Beast Mastery
Barbed Whip of Fortitude
Slashing Dmg 8-22 (req 11 Beast Mastery)
Inscription: "To the Pain!"
Damage +15%
Armor -10 (while attacking)
Lengthens Bleeding duration on foes by 33%
Health +30
Range: this weapon has half the normal range
Attack Interval: 1.75
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Apr 10, 2007, 10:59 PM // 22:59
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#260
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Frost Gate Guardian
Join Date: Mar 2007
Location: SB
Guild: slayers players
Profession: E/Mo
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Quote:
Originally Posted by shirosae
You mean like Warrior, with shields in both Strength and Tactics, and Paragon, with shields in both Command and Motivation?
Isn't this the reason that so few people use Deadly Arts or Wind Prayers? Because there aren't enough attribute points to make using those lines viable?
Making infrequently used attribute lines more feasible without giving them some insanely overpowered skills is hardly a bad idea.
Smiting already gets weapons with damage, HCT/HSR +20% Enchant etc. So does Blood Magic.
I want some Beastmastery weapons because my pet complains whenever i try to fit him with a weapon mod. Adding a staff with bonuses to Wilderness Survival sounds good too. If adding a set of new weapons to allow easier use of awkward attribute lines works, i'm all for that too.
Just while i'm thinking:
WS:
Insightful Staff of Wilderness (Inscription: "I Have the Power!"):
Damage 11-22 (req9), Energy +10, Energy +5, Energy +5, Wilderness Survivial +1 (20%), Half Skill Recharge Wilderness Survival (20%)
BM:
Zealous Throwing Axe (shortbow range):
Damage 11-22 (req9), Energy Gain +1/-1
Offhand Focus of Beastmastery:
Energy +6 (req9), Beast Mastery +1 (20%)
To those of us who have actually read the thread: The above is what we're thinking, yay or nay?
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yay
a staff wouldnt look that great for a ranger how about
Zealous Walking Stick of Wilderness Survival
Earth Dmg 10-20 (req 8 Wilderness Suvival)
Inscription: "Knowing is Half the Battle"
Armor +5 (while casting)
Energy gain on hit: 1
Energy regeneration: -1
+1 Wilderness Survival (20%chance while using skills)
Range: this weapon has half the normal range
Attack Interval: 1.75
Arc Size: small
Projectile Flight Time: .4 seconds
and for Beast Mastery
Barbed Whip of Fortitude
Slashing Dmg 8-22 (req 11 Beast Mastery)
Inscription: "To the Pain!"
Damage +15%
Armor -10 (while attacking)
Lengthens Bleeding duration on foes by 33%
Health +30
Range: this weapon has half the normal range
Attack Interval: 1.33
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