May 30, 2006, 07:10 PM // 19:10
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#1
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Honduras
Guild: Ye Old
Profession: W/Mo
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Veratas sacrifice useless should be balance
Veratas sacrifice should be remake again now its a so useless skill maybe they can increase the or decrease the recharge time 60 sec to big 9 sec use to low should be balance now no one uses this skill
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May 30, 2006, 07:49 PM // 19:49
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#2
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Grotto Attendant
Join Date: Nov 2005
Location: Defected back to America
Profession: Me/E
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/Signed
I think this has been brought up many times before, though.
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May 30, 2006, 08:05 PM // 20:05
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#3
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Furnace Stoker
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If you use the flesh golem factory build you can maintain 3 flesh golems with it easily. I think its fine.
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May 30, 2006, 08:08 PM // 20:08
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#4
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Lion's Arch Merchant
Join Date: Apr 2005
Guild: Nova Alliance [Nova]
Profession: R/
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Yea, its not a multi minnion skill, its for three or less. Preferably Flesh Golems ^_^
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May 30, 2006, 08:36 PM // 20:36
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#5
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Krytan Explorer
Join Date: Jan 2006
Guild: Shinigami Keys [SHIN]
Profession: R/Mo
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How do you get 3 flesh golems at a time, I thought you could only have one at a time, do you steal them from teamates with veratas gaze? I thought that only worked with Hostile or uncontrolled minions. Does a second necro summon a flesh golem, and then sac? If so this seems like a lot of work.
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May 30, 2006, 08:52 PM // 20:52
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#6
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Lion's Arch Merchant
Join Date: Sep 2005
Guild: anarchy
Profession: Me/Rt
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/signed they should have a recarge time of 30 seconds and a duration of 20 sec. I think thats a fair balance along with the minion limit. veratas will be useful again with a skill like that
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May 30, 2006, 09:48 PM // 21:48
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#7
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Furnace Stoker
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Quote:
Originally Posted by frickett
How do you get 3 flesh golems at a time, I thought you could only have one at a time, do you steal them from teamates with veratas gaze? I thought that only worked with Hostile or uncontrolled minions. Does a second necro summon a flesh golem, and then sac? If so this seems like a lot of work.
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Vereta's Aura + Contimplation of Purity + Vereta's Gaze
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May 30, 2006, 11:24 PM // 23:24
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#8
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Technician's Corner Moderator
Join Date: Jan 2006
Location: The TARDIS
Guild: http://www.lunarsoft.net/ http://forums.lunarsoft.net/
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/signed
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May 31, 2006, 02:07 AM // 02:07
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#9
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Lion's Arch Merchant
Join Date: Jan 2006
Profession: R/Me
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/signed
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May 31, 2006, 02:25 AM // 02:25
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#10
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The Greatest
Join Date: Feb 2006
Profession: W/
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If its so useless, why do I see MM's still using it? I'd rather 10 seconds of 10 minions not suffering -10 degen then nothing.
/notsigned
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May 31, 2006, 06:04 AM // 06:04
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#11
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Wilds Pathfinder
Join Date: Dec 2005
Location: Australia
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It is useless, that's why i never play as a MM anymore.
Definently needs a fix of some sort.
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May 31, 2006, 07:21 AM // 07:21
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#12
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Wilds Pathfinder
Join Date: Feb 2006
Location: USA
Profession: Mo/
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I think its fine. I'm still able to keep 10 minions alive with just sacrifice and blood of the master.
/notsigned
Brother Gilburt
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May 31, 2006, 10:17 AM // 10:17
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#13
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Wilds Pathfinder
Join Date: Aug 2005
Location: Philadelphia-Go Eagles
Guild: Raptor Five [Five]
Profession: W/
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i dont even carry veretas sacrifice anymore because of its useless recharge time. i think it needs to be re worked . please gives us back our veretas sacrifice.
/signed
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May 31, 2006, 10:32 AM // 10:32
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#14
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Banned
Join Date: Dec 2005
Guild: None
Profession: Mo/W
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/signed
they nerf how many minons i can have they nerf how i can heal them
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May 31, 2006, 01:15 PM // 13:15
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#15
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Wilds Pathfinder
Join Date: Jul 2005
Location: Denmark
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Ok, here goes with a personal opinion that you guys will probably hate. MM's are too strong anyway, so any Anet nerfing that cuts back the power of minion masters is ok by me.
I like to play in balanced groups, I like the game to be a challenge, I like different PvE adventures on different days to be done with different combinations of professions in the parties and for the individual professions to be using different types of skills occasionally. That is, I like variety and I like a challenge.
But lately, whenever I enter a PUG group, it seems all too often that one or two in the party is a Necro, and those necros usually wind up being MM's, and so the adventure usually turns out to be one of simply tagging along behind a hoard of minions.
For me the game becomes too easy and too much the same. With MM's in the party, once they have their minion armies established, it seems that I don't even need to do anything except run along behind and pick up my drops.
So again, my opinion only, any nerfing to cut back the power of MM'ing is fine by me.
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May 31, 2006, 03:34 PM // 15:34
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#16
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Lion's Arch Merchant
Join Date: Sep 2005
Guild: anarchy
Profession: Me/Rt
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Quote:
Originally Posted by BrotherGilburt
I think its fine. I'm still able to keep 10 minions alive with just sacrifice and blood of the master.
/notsigned
Brother Gilburt
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yeah and you can do nothing else your constantly healing the minions, the sacrifice is too long of a recharge for a short time of usage. I have been playing as a SS or blood since to me you cant keep them alive. I do think the 10 minion limit is fine, but the sacrifice is to long to recharge for a short amount of time.
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May 31, 2006, 04:55 PM // 16:55
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#17
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Desert Nomad
Join Date: Nov 2005
Location: Eh I forget... o_O
Guild: Biscuit of Dewm [MEEP]
Profession: R/
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glyph of renewal >_> One of my guildies used it and it really did help a LOT, but in the end it was pointless cause he was rolling in so many minions and with constant corpses that it didn't matter.
Anyways I would personally like to see it go back to the way it was or at least down to 30-40 recharge.... It's really not worth taking without an echo or glyph of renewal *shrugs*
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