Oct 27, 2006, 03:55 AM // 03:55
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#21
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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Quote:
Originally Posted by Priest Of Sin
thank god they didn't nerf fast casting.... think of how many skills would be affected! Like... 4!!!!!!
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My precious 4 skills build!
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Oct 27, 2006, 04:21 AM // 04:21
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#22
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Hella Good
ANet seem to be pushing Me towards Sig use for awhile now. Too bad the Sigs currently available to the profession don't synergize well.
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They also don't synergise well with Fast Casting: Sigs aren't spells, after all.
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Oct 27, 2006, 04:23 AM // 04:23
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#23
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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Quote:
Originally Posted by draxynnic
They also don't synergise well with Fast Casting: Sigs aren't spells, after all.
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That's becaue 'fast casting' is eventually going to be renamed 'quicker things'.
I read it in an Anet memo. Yuppers. <-I'm liking cool smiley for some reason now.
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Oct 27, 2006, 08:27 AM // 08:27
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#24
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Alt Control Delete
Profession: W/
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I think I read on GW Wiki of a skill or stance that makes you cast sigs faster thought. I have also got the feeling that Nightfall introduces more sig usage but dont know how good it will be
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Oct 27, 2006, 11:51 AM // 11:51
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#25
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Oh. Hypochondria no longer triggers Fragility.
There goes my Faction farming and the only use for Hypochondria.
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Oct 27, 2006, 12:13 PM // 12:13
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#26
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Ascalonian Squire
Join Date: Jun 2006
Guild: KRO
Profession: Me/N
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Damn ... other change for NF mesmer Skills ?
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Oct 27, 2006, 02:37 PM // 14:37
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#27
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Wilds Pathfinder
Join Date: Oct 2005
Location: European Union
Guild: The Amazon Basin
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I quite look of Glyphs as a Me/E now... wonder if Anet will let us 'quicker things' them too?
edit: specifically, hellooo Glyph of Lesser Energy!
Last edited by Cirian; Oct 27, 2006 at 02:41 PM // 14:41..
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Oct 27, 2006, 08:59 PM // 20:59
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#28
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Wilds Pathfinder
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the distortion hit really made me sad (not at first, but after I realized the full ramifications). I don't really care that it is -2 always and that duration is linked, but it seems like it would be better if you didnt need 14 in illusion to make it almost as good as before the update. I just wish it hit the 5 second mark at about 10 Illusion (it used to hit -2 and 5 sec at 8 right?) and you could get it to 8 seconds or something at 16...oh well
I really like the change to Empathy. I have been wanting SS nerfed and Empathy buffed for a year or so, and now it is!
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Oct 31, 2006, 01:18 AM // 01:18
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#29
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Wilds Pathfinder
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Spiking a Distorter is still possible unless they have L10+ Illu stats. Below that and the attacker only needs to spam basic melee for 3s or less, and then unload the big spike attacks during the vulnerable 2s, making it worthless below L10 now. Any experienced physical attacker that can count can now get 100% of their strong attacks to connect, every single time if the stats aren't L10+.
Even if some agree Distortion deserved to be tweaked, they could've done it in a better way to allow the primary class to use it without putting so many points in it. For instance, let's say L5 to L9 Illu still only evades for 3 out of 5 seconds like it does now. Instead of a linear chance to evade at 75% (3s on, 2s off), it could randomly put the evadable seconds anywhere within the 5s active time. So maybe it evades (75% chance) on seconds 1,4,5 in one activation, but the next time it evades for seconds 2,3, and 4.
They eve could've instead increased the cost of energy drain -1E more per whiff using the scale from before... anything besides the way they nerfed it. A predictable period of vulnerability screwed up this skill more than they should've, especially since the Mesmer received no new defensive skills and melee overall has gotten even stronger than before.
Better yet, they should've done something to force those physical characters to take one of the dozen or so unused anti-evade skills so they can stop complaining about this class' one (once) great defensive skill.
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Oct 31, 2006, 05:28 AM // 05:28
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#30
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Quote:
Originally Posted by arredondo
Spiking a Distorter is still possible unless they have L10+ Illu stats. Below that and the attacker only needs to spam basic melee for 3s or less, and then unload the big spike attacks during the vulnerable 2s, making it worthless below L10 now. Any experienced physical attacker that can count can now get 100% of their strong attacks to connect, every single time if the stats aren't L10+.
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It's a bit more unpredictable now, however. A Monk who goes down to KD can hit Distortion, evade the first Eviscerate and Dev Hammer, and it it would have paid for itself. Then they could comfortably get up and prot themselves. It is, however, possible to anticipate it so that your hits go AFTER the Distortion ends, but then you essentially have less spike time.
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Oct 31, 2006, 05:34 AM // 05:34
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#31
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Below that and the attacker only needs to spam basic melee for 3s or less,
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Effectively giving time for the distorter to be protted or to kite away, or for their offence to be turned on your warriors, etc etc.
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Nov 01, 2006, 02:18 AM // 02:18
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#32
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Wilds Pathfinder
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Speed buffs and snares are always in play. Again the issue is how the nerf was handled; I won't argue anymore whether or not it should've taken place. 100% guarantee of power attacks connecting at <L10 Illusion is ridiculous.
Now a pursuer doesn't have to give up the chase due to Distortion activation like before because he'll eventually get all of his spike hits in with speed buffs/snares, and easy timing.
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Nov 01, 2006, 02:46 AM // 02:46
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#33
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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And once again, training on a person waiting for their distortion to go off will result in gaining the attention of every monk on the opposite side. The point of a spike is to be as unpredicted as possible and instant, so just whacking away at 3s of distortion first will get the target preprotted.
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Nov 01, 2006, 03:31 AM // 03:31
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#34
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Wilds Pathfinder
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Which is the problem. Requiring outside support more often just to survive. The way it worked before was fine as it allowed for more independance, BUT... I accept that they want a nerf. I just wished the nerf was done in a way so that it is never predictable when the free spike window opens up (<L10 Illu). It's not good that they made the Mesmer more chained to healer help as the he main reason you survive vs. melee. Every other class received minor/major defensive improvements... the Mesmer was not as fortunate.
Last edited by arredondo; Nov 01, 2006 at 03:35 AM // 03:35..
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Nov 01, 2006, 07:51 AM // 07:51
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#35
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Quote:
Originally Posted by arredondo
Which is the problem. Requiring outside support more often just to survive. The way it worked before was fine as it allowed for more independance, BUT... I accept that they want a nerf. I just wished the nerf was done in a way so that it is never predictable when the free spike window opens up (<L10 Illu). It's not good that they made the Mesmer more chained to healer help as the he main reason you survive vs. melee. Every other class received minor/major defensive improvements... the Mesmer was not as fortunate.
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Distortion was, like the Energy management nerfs, aimed at Mesmer secondaries than primaries. An Illusion Mesmer will have over 10 Illusion Magic anyway, so it's a non-issue there. The problem is that a Cripshot with Distortion could maneuver around the battlefield with little regard to tactical positioning, and so could a Mesmer with about 8 or so in Illusion. It also made Monks extremely hard to spike, short of a Blackout.
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