Aug 10, 2005, 09:03 AM // 09:03
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#21
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by Maltare
Skill Name: Nature's Renewal
Description: Create a level 5 Spirit. For creatures within range, all "Enchantments" and "Hexes" are removed. For 60 seconds, Enchantments and Hexes take twice as long to cast. This Spirit dies after 60 seconds. (50% Chance of Failure with Wilderness Survival of 9 or less.)
Energy Cost: 5
Casting Time: 5
Recharge Time: 60 seconds
Skill Type: Nature Ritual
Linked Attribute: Wilderness Survival
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Nothing preventing a ranger with an extra set of gear giving +4 to WS. Only problem I see with that suggestion. It would prevent the secondary ranger from using it though so it would be a nice improvement.
Why not just lose half their enchantments, or one enchantment?
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Aug 10, 2005, 09:16 AM // 09:16
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#22
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Frost Gate Guardian
Join Date: Jun 2005
Guild: The Last Horadrim
Profession: E/Me
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Quote:
Originally Posted by Racthoh
Nothing preventing a ranger with an extra set of gear giving +4 to WS. Only problem I see with that suggestion. It would prevent the secondary ranger from using it though so it would be a nice improvement.
Why not just lose half their enchantments, or one enchantment?
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What's the only problem? I don't understand
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Aug 10, 2005, 09:18 AM // 09:18
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#23
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Frost Gate Guardian
Join Date: Jun 2005
Guild: The Last Horadrim
Profession: E/Me
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Quote:
Originally Posted by Rey Lentless
The other spirits don't have a repeatable effect. You don't put down 2 fertile seasons to get twice as many hitpoints, you put it down and if there are any others.. it's just covering for the first spirit if it's taken down. So no, none of the other spirits have a repeatable immediate effect.
There's no reason NR should either. The balance should come in the amount of time added to cast times. It should remove nothing.
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With my build of NR it makes it so that you can easily kill it off, thus making the double cast time less effective. Also, the initial effect would still stand, but you can't spam it without oath shot or 2 spirit spammers due to the 50% chance to fail with 9 WS or less.
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Aug 10, 2005, 09:41 AM // 09:41
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#24
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Frost Gate Guardian
Join Date: Jun 2005
Location: Reading, England
Guild: [mB] Mental Block
Profession: Mo/Me
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Quote:
That or you could just make NR Elite so you can't spam it with Oath Shot... I mean, really: Greater Conflagration is near useless unless in specific builds, and isn't as good by any measure, and it's elite.
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Conflag is nowhere near useless, and it is a very good skill. If you can use it to your advantage, which you can quite easily if you are clever with your builds, then you will see how, when combined with another few tricks, can make you near enough invincible.
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Aug 10, 2005, 12:45 PM // 12:45
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#25
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Lion's Arch Merchant
Join Date: Jul 2005
Profession: E/Mo
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Quote:
Originally Posted by Weezer_Blue
That or you could just make NR Elite so you can't spam it with Oath Shot... I mean, really: Greater Conflagration is near useless unless in specific builds, and isn't as good by any measure, and it's elite.
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No where near useless if you know how to use it, it wouldn't be an elite unless it had its place in specific builds as an extremely useful skill.
If people do actually figure how to use this.. you'll see a lot more of it.
As for this thread, um, did you actually search for other threads of its type on this forum? be honest here.
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Aug 10, 2005, 02:18 PM // 14:18
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#26
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Academy Page
Join Date: May 2005
Location: Chicago
Profession: R/N
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Mods, this is a repeat thread. Why are the only threads in regards to NR that are closed, are the ones that are against nerfing it? I have posed this question several times and I have also sent multiple private messages, with no responses.
Please close this thread. The Nature's Renewal STRATEGY is destroying the top '1337' teams. Just because many players aren't good enough at the game to stop it doesn't mean it should be nerfed or we should have 3 dozen posts on it.
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