Aug 18, 2005, 06:07 PM // 18:07
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#41
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Jungle Guide
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A single none elite spell for 5 energy that removes hexes and enchantments from PvP? Seriously that should be at least an elite!
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Aug 18, 2005, 06:15 PM // 18:15
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#42
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Wilds Pathfinder
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Suppose NR, when dropped, killed all other spirits in addition to removing hexes and enchantments. Then, you could run NR OR spam spirits, but not both....
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Aug 18, 2005, 06:16 PM // 18:16
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#43
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Frost Gate Guardian
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You don't need to elite NR. All you have to do it make it so that when it is created, it does not remove all enchantments and hexes. The 2X casting time effect still applies. The true NR spammer teams are CONSTANTLY casting it with the Oath Shot combo so that not only are enchants and hexes hard to cast (the difference between a 1 and 2 second casting time is very overstated), but that when they are cast, they are subject to periodic removal. This constant casting of it is the real abuse, not the use of the spell.
Personally I like the philosophy behind the skill. Unlike with some other action based MMORPGs, a player does not have to chain cast in order to be effective. NR gives the non-casting classes a much needed advantage.
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Aug 18, 2005, 06:36 PM // 18:36
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#44
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Forge Runner
Join Date: May 2005
Location: Alaska
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I'm gonna have to go get this... sounds good to have.
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Aug 18, 2005, 06:45 PM // 18:45
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#45
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Academy Page
Join Date: May 2005
Location: Kansas
Guild: Punishers of Stupid Youths
Profession: W/E
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My Ranger uses this skill, it works BE' yout' FULLY againts mesmers. I deliberately took this on the Mission from the Mines where you rescue the girl SAIDA then have to take her to the boat. There is a level 28 Warrior / Mez Dwarf their that is vicious. Not only that but they put that Doyak right their by him.
We lured the Doyak and killed it .. then I dropped that Natures renewal down.. it was all over. He killed himself with his casting.. The AI has him set up to keep trying to HEX you and he keep taking damage. That battle didnt last 20 seconds.
Its a great investment if you know your going against a Mez boss... just make sure you tell your party (if you have MEZ on your team) your dropping it. Because it will punish them as well.
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Aug 18, 2005, 08:50 PM // 20:50
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#46
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Forge Runner
Join Date: May 2005
Location: Alaska
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Sounds like a very good skill if the enemy uses nothing but or mostly hex spells. I'm tired of those damn hex casters lol. Of course I have not done the mission from the mines yet with my ranger so I'll have to remember your tip.
Now would this prevent you from casting poison?
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Aug 19, 2005, 02:37 PM // 14:37
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#47
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Jungle Guide
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Apply poison is a preparation not an enchantment!
Quote:
Originally Posted by Sofia Sofia Sofia
You don't need to elite NR. All you have to do it make it so that when it is created, it does not remove all enchantments and hexes. The 2X casting time effect still applies. The true NR spammer teams are CONSTANTLY casting it with the Oath Shot combo so that not only are enchants and hexes hard to cast (the difference between a 1 and 2 second casting time is very overstated), but that when they are cast, they are subject to periodic removal. This constant casting of it is the real abuse, not the use of the spell.
Personally I like the philosophy behind the skill. Unlike with some other action based MMORPGs, a player does not have to chain cast in order to be effective. NR gives the non-casting classes a much needed advantage.
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As long as the spirit is cast fast enough it will keep the amount of active enchantments at zero, even if it only removes 1 or 2 at a time! So that wouldn´t change much.
Last edited by Kashrlyyk; Aug 19, 2005 at 02:43 PM // 14:43..
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Aug 21, 2005, 07:41 PM // 19:41
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#48
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Ascalonian Squire
Join Date: Aug 2005
Guild: Forsaken Wanderers [FW]
Profession: E/
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Why not just make it an elite, while making the recharge time a little higher?
That would solve the people using Oath Shot to spam it, and people won't always want to waste their elite slot with this skill.
Edit: Why not make it cost.. oh say.. 20-25 energy?
Even with 12 Expertise, that's still a good hunk of energy.
Last edited by Zanaso Firelance; Aug 22, 2005 at 12:00 PM // 12:00..
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Aug 25, 2005, 07:25 AM // 07:25
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#49
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Academy Page
Join Date: Jul 2005
Guild: American Guild
Profession: E/N
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If this get nerfed ether renewal will be popping all over the place lol. nerf ether renewal too
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Aug 25, 2005, 08:01 AM // 08:01
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#50
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Frost Gate Guardian
Join Date: Aug 2005
Guild: Hell's Circus
Profession: E/Mo
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The nerf hammer just hit this skill.
/roflmao
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Aug 25, 2005, 02:18 PM // 14:18
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#51
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Pre-Searing Cadet
Join Date: Jul 2005
Guild: The Warhelmets
Profession: Mo/Me
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I don't think it needs to be nerfed. I think that things are already balanced, but nobody wants to play on the terms the spirit groups set. If they're a good spirit group they're probably laying down Greater Confliguration and Winter too and they should all have mantra of frost. So now all physical and elemental damage is cold damage and they reduce that by about 50% w/ mantra of frost.
So why not run with a group that takes advantage of the spirits the other team lays down and sneaks damage in around the side. Everyone in the anti-spirit group could have mantra of frost too. Then deal damage that isn't physical or elemental. Holy Damage is a good one, and so is the necro's health stealing. Lay spinal shivers on your main target (although this will get removed evertime they spam NR) and have a warrior hit them for it's damage bonus. Dot's are a good way around this too but they are usually part of a hex and will get removed with NR.
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Aug 25, 2005, 03:27 PM // 15:27
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#52
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Krytan Explorer
Join Date: May 2005
Guild: The Twilight Vanguard [TTV]
Profession: R/
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Quote:
Originally Posted by Wignasty
I don't think it needs to be nerfed. I think that things are already balanced, but nobody wants to play on the terms the spirit groups set. If they're a good spirit group they're probably laying down Greater Confliguration and Winter too and they should all have mantra of frost. So now all physical and elemental damage is cold damage and they reduce that by about 50% w/ mantra of frost.
So why not run with a group that takes advantage of the spirits the other team lays down and sneaks damage in around the side. Everyone in the anti-spirit group could have mantra of frost too. Then deal damage that isn't physical or elemental. Holy Damage is a good one, and so is the necro's health stealing. Lay spinal shivers on your main target (although this will get removed evertime they spam NR) and have a warrior hit them for it's damage bonus. Dot's are a good way around this too but they are usually part of a hex and will get removed with NR.
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No one wants to play in a game environment where 1/4th of the skills are useless.
Not every spirit team uses Conflag/Winter, either.
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Aug 25, 2005, 04:02 PM // 16:02
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#53
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Forge Runner
Join Date: May 2005
Location: Alaska
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why not just attack the spirit if someone uses it? Personally myself I think its grand in PvE but of course... its not about fairness to all, its only what the PvP wants...
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Aug 28, 2005, 08:15 AM // 08:15
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#54
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Academy Page
Join Date: Jul 2005
Guild: American Guild
Profession: E/N
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This skill has been changed http://www.guildwars.com/news/gameupdates.html
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Aug 28, 2005, 10:25 AM // 10:25
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#55
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Wilds Pathfinder
Join Date: May 2005
Location: IA
Guild: Chronicles of Heroes [CoH]
Profession: R/Me
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Quote:
Originally Posted by Mavrik
why not just attack the spirit if someone uses it? Personally myself I think its grand in PvE but of course... its not about fairness to all, its only what the PvP wants...
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It needed to change because, unlike every other spirit in the game, it had an effect that occured when it came into play that couldn't be fixed by killing it. And this effect removed 1/2 the spells in the game from the field of play. And if combined with Oath Shot and Quickening Zephyr, it made those same spells completely and utterly worthless to try to recast, because they'd take twice as long to cast and would be removed in 10 seconds anyway. It wasn't elite, it was so far beyond elite it wasn't funny!
Organized PvP had degenerated to the point where Nature's Renewal Team > Normal Team > Anti-Nature's Renewal Team > Nature's Renewal Team. It was one big game of Rock, Paper, Scissors, because the advantage one type of team had over another type of team was just too huge.
That change was good. The overall change to spirits was bad, because it needed some balance to make spirits more durable and easier to replace. SO as of right now, I wouldn't recommend using Nature's Renewal or any other spirit.
As for using NR in PvE before, most creatures aren't strong enough to need their enchantments stripped. Meanwhile, your Protection Monks, Curse Necros, and Elementalists (due to their energy management options) become worthless, while Healing Monks, Smiting Monks, and Mesmers become crippled because their enchantments and hexes refuse to stick.
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