Sep 23, 2005, 06:38 PM // 18:38
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#1
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Lion's Arch Merchant
Join Date: Apr 2005
Location: http://sof-guild.com/
Guild: Servants of Fortuna
Profession: Mo/R
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Protective * Skills and Max Health
I'd like to see the Protective Spirit/Bond skills calculate their percentage
based on the max HPs for a character of the given class; not the one as
affected by armour bonuses/penalties, symbiosis, fertile season, vital
blessing, demonic flesh, or other modifiers. I know this would kill 55
builds permanently, however, it would make smart use of other skills
like Vital Blessing, etc. As it stands, the "honest" player who is using
protective spirit /w other + health enchants / rituals is getting no
advantage for their extra work -- effectively making all of these +health
skills rather useless.
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Sep 23, 2005, 11:51 PM // 23:51
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#2
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Wilds Pathfinder
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I'd like to see this as well, however I'm somewhat worried this kind of implementation will encourage people to play more defensively, sitting in a large buffer of health with plenty of time to throw on a Protective Spirit against anyone getting spiked. Ofcourse even at 1000 health (from fertile, vital, symbiosis etc.) you'd only be able to withstand twice the amount of hits you'd normally withstand, but that may be all that's needed for a team to survive.
After the changes to spirits this might be a feasible suggestion, since you can't put down multiple copies of for instance Fertile Season and Symbiosis to make sure they stay up, and a single rend can take away 'borrowed' health anyway. I like the idea of rewarding people for using health buffs (or rather not punishing them next to Protective Spirit/Bond), but it should be run through a good number of calculations to avoid people fond of builds with no winning potential (stalling builds) profiting too easily from this.
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Sep 24, 2005, 12:14 AM // 00:14
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#3
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Desert Nomad
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I wouldn't mind seeing the 55 monks go away, but why is it such a bad thing that Protective Spirit doesn't stack well with Vital Blessing, etc? There are many cases where skills, even within the same attribute, don't go well with each other. Faintheartedness with Insidious Parasite. Winnowing with Greater Conflagration. Iron Mist, Awaken the Blood, and Keystone Signet with more skills than I can name.
Choosing skills that don't get in each other's way is, like, basic strategy.
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Sep 24, 2005, 12:32 AM // 00:32
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#4
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Jungle Guide
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55 monks lower the prices in the economy....
not that i care anymore. pvp~!
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