Jul 09, 2009, 10:19 PM // 22:19
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#21
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Forge Runner
Join Date: Aug 2006
Profession: R/
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Quote:
Originally Posted by Nodakim
Nobody uses A/E pits(A/D or A/Me now) and N/Rt Vale Support isnt as effective as N/Me or N/Mo.
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N/Me, N/Mo can't kill Mindblades... Hex Breaker ftl
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Jul 09, 2009, 10:20 PM // 22:20
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#22
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Lion's Arch Merchant
Join Date: Nov 2008
Profession: Mo/
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Yeah, maybe the nerf happens in 2 years if u get lucky.
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Jul 10, 2009, 12:08 AM // 00:08
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#23
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Forge Runner
Join Date: Apr 2007
Guild: DMFC
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slightly off topic - remember they gave old budger the boot because of perma sf bombers mainly - they didnt touch sf but adjusted 1 npc.Didnt anet long ago add the dying nightmares to be a problem for 55 monks ( if someone can correct if im wrong ) and as mentioned changed the mindblades by more hp and making them ranged.
Sometimes they wont nerf a skill but make changes to make it harder.
End of the day its up to us to adapt soon as they change skills - and these days builds adapt in a few days or quicker .
Razon - yea they`ll prob nerf sf totally 1 day before gw2 release lol - so 2yrs time sounds right lol
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Jul 10, 2009, 12:21 AM // 00:21
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#24
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Desert Nomad
Join Date: Sep 2007
Profession: N/
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Quote:
Originally Posted by Marverick
I'm not sure if earth magic buffs can reduce aatxe damage enough. There are a few aatxes that the vale team has to kill on the way to vale.
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I did it a few weeks back, unfortunatley I do not remember whether or not the chamber aggroe'd the two groups you are talking about ^^
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Jul 10, 2009, 12:54 AM // 00:54
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#25
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Krytan Explorer
Join Date: Sep 2005
Guild: [PoW]
Profession: E/
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isn't the point of nerfing SF to stop SCs? since it makes it ridiculously easy to do most things in the game. the nerf probably won't even come for a long long time.. i would assume the resolution would be some sort of ele perma flesh/stone aura/mantra of earth type thing.
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Jul 10, 2009, 02:20 PM // 14:20
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#26
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Frost Gate Guardian
Join Date: Jun 2008
Profession: W/
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By the time they do decide to nerf SF, GW2 will be out (Crossfingers) if they havent by now, they NEVER will
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Jul 10, 2009, 05:28 PM // 17:28
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#27
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Academy Page
Join Date: Dec 2007
Guild: League of the Fallen [LotF]
Profession: D/
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Guys, they don't even need to nerf anything to stop UWSC.
Just fix Terrorwebs and their lack of Lava Font usage when engaing them alone.
From Official wiki
Quote:
They will not use Lava Font if only one player is within range.
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Jul 10, 2009, 06:03 PM // 18:03
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#28
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Krytan Explorer
Join Date: May 2008
Location: New Jersey
Guild: League of Elite [LoE]
Profession: D/
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I think they will indirectly nerf uwsc by nerfing Sliver Armor.
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Jul 10, 2009, 06:38 PM // 18:38
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#29
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Wilds Pathfinder
Join Date: Jul 2008
Location: netherlands
Profession: Mo/E
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monking in uw should be possible.
made a topic for it, maybe there is something usefull in it.
going to test wastes as monk tonight i guess.
http://www.guildwarsguru.com/forum/s...php?t=10385001
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Jul 10, 2009, 08:10 PM // 20:10
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#30
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Forge Runner
Join Date: Aug 2006
Profession: R/
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Quote:
Originally Posted by jiggles
I did it a few weeks back, unfortunatley I do not remember whether or not the chamber aggroe'd the two groups you are talking about ^^
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those groups don't pull far enough for chamber to aggro them I think
Quote:
Guys, they don't even need to nerf anything to stop UWSC.
Just fix Terrorwebs and their lack of Lava Font usage when engaing them alone.
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That wouldn't do anything other than stop noobs and A/D pits. Lava Font is adjacent range and Sliver Armor is nearby.
Unless you propose that Terrorwebs aggressively run up to you to use Lava Font... that would be interesting.
Last edited by Marverick; Jul 10, 2009 at 08:12 PM // 20:12..
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Jul 10, 2009, 08:31 PM // 20:31
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#31
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Krytan Explorer
Join Date: Mar 2006
Location: sweden
Guild: N/A
Profession: Mo/
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Quote:
Originally Posted by LithiumPicnic
Guys, they don't even need to nerf anything to stop UWSC.
Just fix Terrorwebs and their lack of Lava Font usage when engaing them alone.
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Which wouldnt nerf anything.
From the official wiki:
Quote:
Originally Posted by Wiki
Spell. For 5 seconds, foes adjacent to the location where this Spell was cast are struck for 5...41...50 fire damage.
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Quote:
Originally Posted by Wiki
Enchantment Spell. For 5...10...11 seconds, you have 25...45...50% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 5...29...35 earth damage.
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And the Chamber would simply kill them from out of Lava font reach with their spells.
Vale sin would simply tank away from lava font Range
Last edited by mastar of warrior; Jul 10, 2009 at 08:33 PM // 20:33..
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Jul 10, 2009, 08:46 PM // 20:46
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#32
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Desert Nomad
Join Date: Jul 2008
Profession: A/W
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I agree. Even fixing lava on terrors would simply do nothing. All you would have to do is spam sliver on them nearby and not adjacent /easy
Now if the 4H had sig of disenchant that might be the end of uwsc
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Jul 10, 2009, 10:50 PM // 22:50
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#33
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Krytan Explorer
Join Date: Jun 2006
Guild: Commence Aggro [BaMf]
Profession: Mo/E
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Well, if giving monsters skills that can harm SF sins is the way to go, then...
Dead Collectors: Give them Vile Touch.
Charged Blacknesses: Give them Lightning Touch
Obsidian Behemoths: Give them Dust Trap instead of Fire Trap. Have them drop Obsidian Shards to compensate.
Smite Crawlers: Maybe give them Symbol of Wrath.
Only a few suggestions. It wouldn't kill the farm, just make it more difficult.
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Jul 10, 2009, 11:55 PM // 23:55
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#34
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Academy Page
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Quote:
Originally Posted by Apok Omen
Charged Blacknesses: Give them Lightning Touch
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Yeah....they really should give charged skills that hit through SF.....oh, wait.
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Jul 11, 2009, 02:22 AM // 02:22
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#35
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Forge Runner
Join Date: Aug 2006
Profession: R/
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Signet of Disenchantment wouldn't spell the end of the run necessarily... but you would probably need 4 sins to do it since more than 1 SoD in a group makes it hard to cover your enchantments.
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Jul 11, 2009, 03:47 AM // 03:47
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#36
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Lion's Arch Merchant
Join Date: Nov 2008
Location: In the Realm of the Gods
Guild: The High Chroniclez
Profession: A/
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Put a sig of disenchant on dying nightmares and problem solved for the most part, also if you want to stop uwsc put a sig of disenchant on the banished dreams riders and bam! Plains becomes undoable and chamber area becomes extreamly hard
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Jul 11, 2009, 02:00 PM // 14:00
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#37
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Lion's Arch Merchant
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Quote:
Originally Posted by Spiritz
ok this looks like a scare tactic against sf sins and uwsc .
Anets said they are not going to nerf sf - theres not a lot more they can do to it that hasnt been done already.They do recognise some sins dont use perma sf just for uw and it does give sin a use - some players recall how hard being a sin and getting into any pugs was.
Im sure if anet wanted to nerf uwsc they`d find a way to stop consumables being used in uw/fow.
You straight away suggest obbys - and we all know if anets gonna nerf sf then probably obby will either be on the list or to be done at later stage - both can be used in sc so makes sense.
SF was made harder for a reason which affected a/me , me/a and e/a - all used in uw/fow sc - they cud have just nerfed sf totally.
Rather than plan ahead with no details and then have the problem of stating skills without knowing if they are also gonna be nerfed is risky as hell.
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Agreed. I was one of those people when sins first came out that could not get a group so I deleted my sin. I see it as justice to the sins and I stand by my previous posts when I say just add more unique content stop screwing with skills. Create a new zone that cannot be speed cleared, where SF is useless, and you need a balanced team that also drops rare loot. That would help more than just nerfing something into oblivion.
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Jul 11, 2009, 09:41 PM // 21:41
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#38
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Academy Page
Join Date: Dec 2005
Guild: Sword of Justice [SOJ]
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with sig of disenchantment wouldn't it just be necessary to carry a short recharge cover enchant? it only removes one... so it would merely slow down the runs i'm guessing, like Marverick said.
@Apok Omen: if you give the smites symbol of wrath wouldn't that ruin the warrior and derv farms too? >.< not 600/smite tho.
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Jul 12, 2009, 01:11 AM // 01:11
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#39
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Forge Runner
Join Date: Jan 2006
Location: On Earth
Profession: W/P
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People have been crying for ages because their precious lil Elite areas are overrun by speed clearers. There is a firm belief that such things do not belong in the game. Well I say go ahead and nerf SF all you want. Within a week we'll be back speed clearing again and as history has shown, we'll probably do it faster. In spite. Bring it on crybabies! We'll be back to square one again in no time asking for the next nerf. I've said this before and I'll say it again. You can blame Anet all day long but at the end of the day WE THE COMMUNITY are the ones responsible for breaking the game. With the exception of a few things (SF + Ursan for example) which I'm sure some witty smartass individual will probably try to point out. DUH?!
Last edited by byteme!; Jul 12, 2009 at 03:37 AM // 03:37..
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Jul 12, 2009, 03:33 AM // 03:33
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#40
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Frost Gate Guardian
Join Date: Apr 2009
Profession: D/
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expunge enchants on some random creature?
On topic, i dont like obby flesh's 50% slower movement, that isn't really speed clear IMO. Spell breaker does the same thing except theres no armor buff.. lol, imagine a whole team of 600/smiters.
Oh heres a crazy idea, use vow of silence.
Last edited by Ferminator; Jul 12, 2009 at 03:36 AM // 03:36..
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