Mar 26, 2008, 07:34 PM // 19:34
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#61
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by Moloch Vein
Yeah, that's interesting. Check Weapon of Warding, which I'd really want the 11 in Restoration for.
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That would be while running as a resto necro?
Or would that be when running as a necro who happens to invest into resto?
And 11 strikes me a bit of a strange breakpoint (based on WoW ONLY of course!).
The +3 hp regen starts at 4.
The +4 hp regen starts at 12.
So my personal breakpoints would be 5 (for a 7 sec duration) or 8 (for an 8 sec duration) (when playing a necro who invests into resto a bit) OR if playing a resto necro 12 (for +4 and 9 secs).
Quote:
Originally Posted by Moloch Vein
Question is, will they drop dead in a reasonable amount of time if you don't have the E to complete your chain?
I'll show you my chain for my AP/MoP build:
Rigor Mortis -> Technobabble -> Barbs -> Mark Of Pain -> Assassin's Promise
10+15+10+10+5=50 energy
Is the cost reasonable? What does it do?
Target foe cannot block.
Target foe cannot cast spells to remove the hex (a monk will waste his hex removal during the 4 seconds.)
Target foe takes silly damage.
Adjacent foes take silly damage.
All my skills are recharged.
Sounds like a pretty decent use of 50 energy to me. Could you pull this off with your traditional setup?
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Personally - I don't feel its a reasonable cost.
The effect is TOO good for what you are paying. And the problem of the degenerate playstyle of the necro that is caused by SR is that players don't notice that. That caster should be limited by a certain energy pool. And SR bypasses that.
If a mesmer were to do that - he would be without any energy. Same thing with a monky. Or a ritu.
Could I cast this with my 30 energy pool?
OF course I couldn't. I have 30 energy ready and this costs 50. I'd need to incorporate some e-management into the build or switch weapons.
Would doing so be worth it?
Of course it would! Like I said - 50 energy is a very small price for that!
But something being worth it - doesn't mean one should be able to bypass all the game rules to do it. And that's why SR in it's current form is so bad. It's the primary attribute equivalent of Ursan. And it teaches player that they can have such an effect without a downside - which in this case would be having no energy and being useless for the rest of the fight.
That's why SR is so bad for the game and so good when playing a necro!
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Mar 26, 2008, 09:45 PM // 21:45
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#62
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Quote:
Originally Posted by upier
That would be while running as a resto necro?
Or would that be when running as a necro who happens to invest into resto?
And 11 strikes me a bit of a strange breakpoint (based on WoW ONLY of course!).
The +3 hp regen starts at 4.
The +4 hp regen starts at 12.
So my personal breakpoints would be 5 (for a 7 sec duration) or 8 (for an 8 sec duration) (when playing a necro who invests into resto a bit) OR if playing a resto necro 12 (for +4 and 9 secs).
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Just replying to that bit of the message - the primary effect of WoW is the 50% block chance; the duration @ 9 is what you're really after, which starts at RM11.
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Mar 26, 2008, 10:40 PM // 22:40
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#63
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by Moloch Vein
Just replying to that bit of the message - the primary effect of WoW is the 50% block chance; the duration @ 9 is what you're really after, which starts at RM11.
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Why 9?
(Any special reasons?)
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Mar 26, 2008, 11:34 PM // 23:34
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#64
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Quote:
Originally Posted by upier
Why 9?
(Any special reasons?)
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No special reason. The duration at 11 restoration is 9 seconds, which is same as at 12 restoration. The regeneration is a big "meh" however you put it.
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Mar 27, 2008, 01:37 AM // 01:37
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#65
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Likes naked dance offs
Join Date: Aug 2005
Guild: The Older Gamers [TOG]
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Now that the conversation has gone completely off topic, I'll put my 2c in and say that the correct answer is to have one caster with 475hp (I run it on my curses nec) and everyone else with 600+. This ensures that you always know where the red dots are heading. Dunky & Tahlks have an simple time of maintainting PS/SB on the one target target and your warrior will always be able to easly body block and bunch up enemies in adjacent AoE by standing between the bad guys and the target.
Abusing AI ftw.
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Mar 27, 2008, 02:11 AM // 02:11
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#66
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Emo Goth Italics
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Quote:
Originally Posted by Moloch Vein
No special reason. The duration at 11 restoration is 9 seconds, which is same as at 12 restoration. The regeneration is a big "meh" however you put it.
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It's not really for the regen, it's mainly for the 50% block and the fact it's unremovable.
Quite spammable as well, but it is quite dear. Either way it's still one of the sexiest skills in the line.
@The OP -- As said, Assassins' Promise is the way to go with a nice damage chain.
I think plenty of builds have been put up so there's no point in more in my opinion.
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Mar 27, 2008, 07:55 AM // 07:55
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#67
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by Moloch Vein
No special reason. The duration at 11 restoration is 9 seconds, which is same as at 12 restoration. The regeneration is a big "meh" however you put it.
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That's the thing that strikes me as odd.
Unless of course the sole reason is because you have the length breakpoint at 11 which means one can run 10/10/11.
Otherwise it makes little sense to go this high (I mean one second less won't kill you an that means one can then run 12/9/9/) or to not go to 12 (since by then resto is your main line and might as well get the full effect (however meh it is) of the skill and get the bonuses of other skills also).
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