Nov 25, 2006, 09:54 PM // 21:54
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#61
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Krytan Explorer
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/notsigned
Find away to counter it instead of complaining about it.
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Nov 25, 2006, 11:57 PM // 23:57
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#63
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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well as soon as I played with Searing Flames I started to think Hmmm mybe this is a bit too powerful.
I agree it should be balanced a bit (nerfed is a bad term).
However I can't help but want to have more fun with that skill.
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Nov 26, 2006, 12:07 AM // 00:07
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#64
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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I love how people are listing one skill counters like Frigid Armor and Mantra of Flame as reasons why Searing Flames is balanced. Because everyone has spare attribute points and skill slots to dedicate to Water Magic and Inspiration Magic, right?
Searing Flames is, at the moment, overpowered. As I've said a million times over, just more the cast time of Searing Flames to 2 seconds. Everyone will be happy.
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Nov 26, 2006, 02:35 AM // 02:35
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#65
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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heh agree with most other players. Dont nerf searing flames add more skills as powerful to water/air etc
/not signed
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Nov 26, 2006, 03:01 AM // 03:01
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#66
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Jungle Guide
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Quote:
I love how people are listing one skill counters like Frigid Armor and Mantra of Flame as reasons why Searing Flames is balanced. Because everyone has spare attribute points and skill slots to dedicate to Water Magic and Inspiration Magic, right?
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Why do you single out these (bad, overspecialized) counters and ignore the good ones that already exist? Oh that's right, because it would destroy your argument.
Ever heard of a dom mesmer? Shatter enchant? Diversion? Or a ranger carrying distracting shot? These things ringing a bell?
Quote:
Searing Flames is, at the moment, overpowered. As I've said a million times over, just more the cast time of Searing Flames to 2 seconds. Everyone will be happy.
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Adding a 2 sec cast time is a retarded idea. It would completely ruin the skill.
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Nov 26, 2006, 03:23 AM // 03:23
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#67
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Ascalonian Squire
Join Date: Jul 2006
Guild: Troublesome Unit
Profession: W/Mo
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compared to the other ele elites SF is uber overpowered. then again all others uber suck for dmg'
/not signed
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Nov 26, 2006, 05:34 AM // 05:34
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#68
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Quote:
Originally Posted by Gizzen Garr
compared to the other ele elites SF is uber overpowered. then again all others uber suck for dmg'
/not signed
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Sandstorm maybe? How about "You're All Alone!"? Or maybe the Dervish forms?
Yea, NF elites are SO weak...
Oh yea, I just rembered.
Searing Flames is a Fire Magic elite. As such the user is going to have NO GOOD DEFENCES. If you can simply counter the damage, and then attack the user with a decent amount of damage, you can eliminate them.
I personally killed Korr, Living Flame (one of the bosses with the skill) in about 15 seconds using Heroes + henchmen. All I had to do was bring along a damage reduction move + high damage spells.
Last edited by Curse You; Nov 26, 2006 at 05:39 AM // 05:39..
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Nov 26, 2006, 08:27 AM // 08:27
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#69
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by Gizzen Garr
compared to the other ele elites SF is uber overpowered.
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The problem isn't that SF is overpowered, but that all the other ele damage elites are underpowered...
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Nov 26, 2006, 08:52 AM // 08:52
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#70
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Wilds Pathfinder
Join Date: Feb 2006
Guild: Team Crystalline [TC]
Profession: Mo/
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Searing isn't overpowered at all, some people just need to learn to preprot, kite and spread out beyond "nearby." Good players can beat searing teams without Mantra of Flame or other 'hard' counters with little effort.
Quote:
Originally Posted by Zinger314
I love how people are listing one skill counters like Frigid Armor and Mantra of Flame as reasons why Searing Flames is balanced. Because everyone has spare attribute points and skill slots to dedicate to Water Magic and Inspiration Magic, right?
Searing Flames is, at the moment, overpowered. As I've said a million times over, just more the cast time of Searing Flames to 2 seconds. Everyone will be happy.
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OK, so here are a few amazing counters that pretty much every tombs build has: Prot Spirit, Shield of Absorption, RC and 4 arrow keys.
Unless your prot monk is retarded, he just spams out Prot Spirit and SoA, then helps the healer out with his 100hp heals from RC. Everyone else simply stays spread out and moves out of the AoE damage when it hits.
Is that really so hard?
Last edited by B Ephekt; Nov 26, 2006 at 09:00 AM // 09:00..
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