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Old Dec 13, 2006, 02:15 PM // 14:15   #21
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Quote:
Originally Posted by twicky_kid
In PvP mels is an unstoppable tank.

800 life means cannot be spiked.

Immue to conditions = walk through lava at normal speed, blind or crippled so you cannot shut his melee down, no deep wound from spikes.

Dervish also have the best self hex removal skill on the game. Did I mention it also heals you 80 at the same time? Combine that with mystic regen and there is no way to stop mels.

If a mel's dervish ganks your base you have to send at least 3 people just to deal with him. He's also completely immune to Searing Flames. It will more than likely get nerfed again. If it doesn't I know what the next season meta will be.

Balthazar is a 33% run boost for 1 minute with +40 armor. It would cost you 30e and 2 skills to get that kind of speed boost through other skills. +40 armor means he can be in the frontline with no worries of being spike easily.

Morale boost = all skills recharged.

If you can control the stand you will only be down for 1 minute out of 4
Okay, that makes more sense, thanks!
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Old Dec 16, 2006, 11:25 AM // 11:25   #22
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Default Logically Defining An Avatar

The powers of each Avatar is the embodied presence of a God. The powers that each wields is reasonable in the sense that this reasoning is being used.

If you are a War God, wouldn't you be the embodiment of the ultimate form of a warrior? Melandru is THE earthly presence, so how can the elements damage the spirit that created them? The earth heals all,so what can ever effect the earth in the since of a malady, like being crippled, or blinded? This is the closest bit of logic to explain their power.Anymore and it would become too philosophical for a thread based on a game.

My point is, when you logically compare the powers of the Avatars to other skill sets used to mimic these abilities the thinking behind each avatars creation and purpose can be explained. The energy cost to use these skills can reflect their overall purpose and power in comparison to their game wide usefulness. But, to balance the use of the ability by non Dervish Primaries means a limit to how much the skill will cost to use.

I first caped Melandru with my ranger. What a glorious 15 seconds! No poisoning, no crippling, nothing could effect me(But it did help to have Punishing Shot,too, at the time). But once I played with it abit, I went back to the norm and capped the others. No Mysticism, but 15 seconds of Godhood.

The reason for the 25 mana max(for Melandru) would be that a warrior could use it still with Radiant/Gladiator's armor, even if it isn't practical. It gives them a choice, no matter how foolish we may think it would be. ANet has a habit of giving us things we can't use just the same as things we can use. It's all about choices. My entry is a touch off topic, but I think it has validity.
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Old Dec 23, 2006, 07:08 PM // 19:08   #23
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Melandru's also has nice synergy with imbue health.
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Old Dec 24, 2006, 02:53 AM // 02:53   #24
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Quote:
Originally Posted by Shuuda
Wearying Strike + plague touch, is better than Melandru + Wearying Strike.
No it's not. That starts making the combo cost 10e every ~2s. That's nowhere near sustainable.
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