Nov 04, 2005, 06:30 PM // 18:30
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#1
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Academy Page
Join Date: Aug 2005
Profession: W/Rt
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Skills...Powerfull...Strong...Fast...BUT incomplete
like the title says, some of the skills here, must be changed
Wary Stance
Good skill, but, uhm, 60 second regen time for a max 10 seconds skill?
Shields Up
46% chance, that's the best you get mate, ahh, cmon, LARGER BONE HERE!!!
Fear Me
Yeah, make em lost 5 energy so they can't use distortion/flare/attack skills...
Warrior's Cunning
60 second regen, HYELLOOOO???
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Nov 04, 2005, 07:13 PM // 19:13
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#2
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Fear Me is powerful enough as it is. Although it raped even more faces before they slightly nerfed its range ;o.
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Nov 04, 2005, 07:20 PM // 19:20
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#3
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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although i stopped taking warriors cunning, it isnt a bad choice in a warrior heavy group to counter the ward against blah er... prostitution is a 'bad' word? ok nvm...
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Nov 04, 2005, 07:34 PM // 19:34
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#4
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Warriors cunning would be too good at 30s... or put the duration to 20s and leave at 60s.... asking for abuse under qz but at least youd be able to charge adrenaline and spike during that time. Maybe 15s would be more like it, but thats pushing it if someone shafts you.
Fear Me!: Powerful enough, look above.
Shields Up!: Powerful enough, high tactics can get it almost to 66% if i remember correctly.
Wary Stance: Crap. Blocking attack skills.... i think a mod to 20s or recharge to 30s would be fine.... actually no, either one is bad.... no attack skills is no spike point blank (no evis no kd), again under qz with modifacation abuse would create an amazing energy engine and tanker.... leave it as it is without reworking.
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Nov 04, 2005, 07:38 PM // 19:38
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#5
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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shields up is great because it cant be removed, and because it adds defense vs piercing damage. makes ranger spikes a nightmare (unless they use a kindle spike or something)
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Nov 04, 2005, 07:44 PM // 19:44
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#6
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Effective ranger spike tears right through Shield's Up .
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Nov 04, 2005, 08:03 PM // 20:03
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#7
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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Effective cream cheese tears right through Shield's Up Too .
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Nov 04, 2005, 08:19 PM // 20:19
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#8
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Academy Page
Join Date: Aug 2005
Profession: W/Rt
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A big, a cheerful LoL
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Nov 04, 2005, 08:46 PM // 20:46
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#9
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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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Even at just 12 tactics, you're looking at 18 seconds in which allies in a fairly large area have 50 armor against piercing and the added bonus of % chance to block projectiles. Consider it can't be stop since it is a shout and can't be removed, it makes it one nice skill in PvP.
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Nov 04, 2005, 09:03 PM // 21:03
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#10
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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you clearly have not played in any top tier Food Fights. an Effective cream cheese spike will prawn you shitless in exactly .0132 seconds, and if you use Shield's Up it will only take .0324 seconds. Unless, ofcourse, you use the patented Questionably insane (Qi) counter-meatball strategy which never, ever, ever, ever, ever, ever, fails.
this is true because:
2+1/3*4-2+18/2*4+15-4-23+2*5/3/2 ~= 2.43, a prime number.
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Nov 04, 2005, 09:32 PM // 21:32
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#11
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Academy Page
Join Date: Aug 2005
Profession: W/Rt
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Quote:
Originally Posted by smurfhunter
you clearly have not played in any top tier Food Fights. an Effective cream cheese spike will prawn you shitless in exactly .0132 seconds, and if you use Shield's Up it will only take .0324 seconds. Unless, ofcourse, you use the patented Questionably insane (Qi) counter-meatball strategy which never, ever, ever, ever, ever, ever, fails.
this is true because:
2+1/3*4-2+18/2*4+15-4-23+2*5/3/2 ~= 2.43, a prime number.
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LOL! Not bad
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Nov 05, 2005, 01:42 AM // 01:42
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#12
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Wilds Pathfinder
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Backbreaker, strong, good damage, nice KD, but useless.
Punishing Shot, like backbreaker, seems powerful when looked at alone, but doesn't fit at all into a normal interupt build that relies on oathshot or practiced.
Dwarven Battle Stance, might be overpowered if buffed too much, seems good, but doesn't fit with any build, since you can't use speed stances with it. Might be cool to make it an elite shout and change the name, but leave in the effect.
Flourish, not so much flawed itself, it's perfect. The problem is, it has synergy with skills that don't exist. Add some powerful energy costing long cooldown attack skills and this will be useful. Or change it to tactics so rangers can use it.
Illusionary Weaponry, seems strong, but IW builds are all gimped. I have no idea how to make this useful without overpowering it, but you'll never see a successful team build using IW as it stands.
Peace and Harmony, concept is good, remove the offense restriction, lower the cooldown, and move out of divine favor, and this will be a balanced useful skill, letting monks and non monks give a reasonable bonus energy regen to their party. As it stands, it's too weak to justify taking.
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Nov 05, 2005, 10:54 AM // 10:54
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#13
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Academy Page
Join Date: Aug 2005
Profession: W/Rt
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Quote:
Originally Posted by Morganas
Flourish, not so much flawed itself, it's perfect. The problem is, it has synergy with skills that don't exist. Add some powerful energy costing long cooldown attack skills and this will be useful. Or change it to tactics so rangers can use it.
Illusionary Weaponry, seems strong, but IW builds are all gimped. I have no idea how to make this useful without overpowering it, but you'll never see a successful team build using IW as it stands.
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If flourish would be tactics, rangers would spike the hell out of any other classes, and IW is great as it is....trust me, 4 iw mesmers tear down through you like cheese cream
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Nov 05, 2005, 01:20 PM // 13:20
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#14
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Jungle Guide
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warriors cunning definitely needs some tuning
with all flood of anti melee stuff in stances, wards, enchantments, surely they can make the only direct counter a bit more useful. Up the duration, lower the recharge, or both.
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Nov 05, 2005, 02:50 PM // 14:50
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#15
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Lady Fie
Join Date: Aug 2005
Location: Sapporo
Guild: Tha Skulls [Ts]
Profession: D/W
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Yeah...warriors can't hold their own in HoH anymore.
I mean, with all the ranger spikers and the...
Oh look, here comes the 1777744899393339th IWAY group
I've faced today....
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Nov 05, 2005, 03:41 PM // 15:41
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#16
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Wilds Pathfinder
Join Date: Jun 2005
Profession: N/W
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4 iw mesmers hah i laugh at them unless its ca...
I do agree warriors cunning needs a buff
And how would ranger spike with flourish? They would have alot higher constand dps but for spike its still something like kindle+dual shot+quickshot+savage shot or distracting shot.
The reason peace and harmony is in their is because it is that monk don't have to put points into another att. keep the restriction lower the recharge and make it 2 pips equivalent to OoB nowadays. plus its an enchant and subject to removal often. Make the cost 10 energy if it isn't already
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Nov 05, 2005, 08:52 PM // 20:52
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#17
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Quote:
Originally Posted by Stormbringer
If flourish would be tactics, rangers would spike the hell out of any other classes
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They already do, and I have no clue what you're talking about with flourish.
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Nov 07, 2005, 08:05 AM // 08:05
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#18
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Forge Runner
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Quote:
Originally Posted by rii
Shields Up!: Powerful enough, high tactics can get it almost to 66% if i remember correctly.
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You remembered wrong.
Also I am very certain that a ranger can just equip an elemental bow, and that armor with pierce dmg would just go into the sink.
What is shield up good for? PvE I assume.
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Nov 07, 2005, 01:22 PM // 13:22
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#19
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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You can't use orders with elemental strings, bad idea. The +50 armor isn't going to do shit against good ranger spikes. The blocking is pretty good, but not enough. http://www.guild-hall.net/forum/showthread.php?t=31155
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Nov 07, 2005, 09:12 PM // 21:12
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#20
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Forge Runner
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
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Quote:
Flourish, not so much flawed itself, it's perfect. The problem is, it has synergy with skills that don't exist. Add some powerful energy costing long cooldown attack skills and this will be useful. Or change it to tactics so rangers can use it.
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How about...
Flourish {Elite} - Skill (5,1,10)
All of your attack skills become recharged. You gain 1-6 Energy for each skill recharged by Flourish.
Balanced Stance - Stance (5,0,30)
For 8-18 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack.
Desperation Blow - Melee Attack (5,0,7)
If this attack hits, you strike for +10-34 damage, and your target suffers from one of the following conditions: Deep Wound (for 20 seconds), Weakness (for 20 seconds), Bleeding (for 25 seconds), or Crippled (for 15 seconds). After making a Desperation Blow, you are knocked down.
Thrill of Victory - Melee Attack (5,0,10)
If this blow hits, and you have more Health then target foe you strike for +10-34 damage.
Savage Slash - Sword Attack (5,0,10)
If this attack hits, it interrupts target foe's action. If that action was a spell, you deal 1-32 extra damage.
There are others...
At Tactics 16 Desperation Blow and Thrill of Victory do +42 damage each. Flourish then provides ready to use attacks and the energy to keep using them. Balanced stance prevents knockdown from DB and also giant stomps, earthquake, etc.
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