Jun 03, 2006, 04:13 PM // 16:13
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#101
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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Yea, you know, I am a bit disappointed with the skill progression. It was announced as a 1...8, which ANet standards means 1...8 over 12, implying 12 gets 8 seconds. As it appears it's 1...8 over 16 which is alrite... still 3 sec buff to the max but it could've been better.
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Jun 03, 2006, 09:19 PM // 21:19
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#102
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Academy Page
Join Date: Apr 2006
Guild: Knights Of The Rising Sun
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Quote:
Originally Posted by Hella Good
Yea, you know, I am a bit disappointed with the skill progression. It was announced as a 1...8, which ANet standards means 1...8 over 12, implying 12 gets 8 seconds. As it appears it's 1...8 over 16 which is alrite... still 3 sec buff to the max but it could've been better.
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If this is true then it has really put me off the skill. Its basically no better than it was before, very dissapointed. Stolen Speed is also awful now as it has a new skill description. All in all.... not too happy ANET
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Jun 03, 2006, 10:39 PM // 22:39
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#103
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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Couldn't care less about AL which most of you already know; maybe if it could loop itself then it would be interesting. Maybe if it was AoE but no and no.
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Jun 04, 2006, 12:37 AM // 00:37
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#104
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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Well, it's not like a huge deal but I do feel cheated by the announcement and the actual skill progression. I was thinking that I would get like 7s with about 10 in FC, and it's only 6. I mean, it's not a bit deal. Stolen Speed just got revamped. It is now a great cover hex, and a great opening hex to use to unload a whole bunch of hexes on target. It's now so spammable that I couldn't care less if it gets removed and I can quickly apply on multiple targets. It was kind of better when it worked like Siphon and they should probably just have fixed the whole FC/Stolen Speed which calculates 1st thing, but I'll give it a shot as is.
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Jun 04, 2006, 12:40 AM // 00:40
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#105
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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Yet to try SS; could you in ept obtain instant cast spells?
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Jun 04, 2006, 01:40 AM // 01:40
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#106
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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 Hella Good
Expell Hexes is definitely something to keep in mind. It has a tremendous power to destroy hex/cover hex combos. However, in a hex heavy build (with a min of 10-12 different hexes being constantly spread around), Expell Hexes won't have as much of an impact.
Expell Hexes can't stop a Necro spamming Life Siphon/Faintheartedness/Parasitic Bond/Suffering under OoB- the ability of such a build to quickly recover lost hexes and sustain itself over time is simply too much for Expell Hexes to handle. And Convert Hexes is a ridiculous skill. I'm srry to say so but it is- waste of nrg, horrible recharge, plus for a Hex Master it doesn't matter if 1 target gets converted- he spams hexes all over the enemy team covering multiple targets with multiple layers of hexes very rapidly. The cumulative effect of a Hex Master is what matters- provides massive party-wide degen and overwhelms enermy hex management, so important hexes can be used where necessary w/o worrying about hex removal and the likes.
And it is extremely unlikely that anyone will actually keep track of what hex goes where. I have noticed for example that monks aim for hexes that turn the whole bar purple (degen hexes). It's a psychological thing- makes the hex look dangerous. Parasitic Bond is among other things a great fake hex to use on a target, so that Monks exhaust their anti-hex options.
I'm a great fan of hexes- I thoroughly enjoy playing any hex build (cept Diversion btw, I need my target to wriggle in hex pain not simply suffer :-)) and I can tell you there is tricks of the trade. I am by no means neglecting hex management. The point that I am making is:
Much like Migraine, Arcane Languor is most likely to find a place in a hex heavy build.
That's all. You won't see it tossed in an energy denial build (like Diversion frequently is), because it's an elite (and among other things this makes fast recharge and chaining much harder) and it requires heavy hex back-up.
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Expel Hexes won't be the only hex remover you have. Many teams run perhaps 2 or 3 characters with Remove Hex, a few in Inspired and usually one with Expel.
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Jun 04, 2006, 06:22 AM // 06:22
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#107
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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Quote:
Originally Posted by Hella Good
It was announced as a 1...8, which ANet standards means 1...8 over 12, implying 12 gets 8 seconds.
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ANet lists skills as 1...15.
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Jun 04, 2006, 12:51 PM // 12:51
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#108
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Academy Page
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at my guild we run a balance build, with just one mesmer, i play the mesmer, and i like to play AL, cant remenber how many points i do add into fast casting now, but AL last 7 seconds, well played with, diversion, shame, and blackout is a pain for any monk, as far as i belive.
i do agree with many of you that maybe, just maybe, a few monks around dont know what AL does and maybe they cast under the efect of AL, personally, i could care less, if the team cant remove the hex at the monk, the monk still can cast , np, however, will be punish for casting,i guess AL and Diversion do follow the same principle, you dont expect a good monk, to cast under Diversion, same goes for AL, however, if they are maybe force to do it, they will be punish for it. a well cordination with the rest of your team , does bring those situtations into the game, and a gvg, normally last a few minutes to make it posible.
at the end, i imagine, depends of each one of us, the mesmers, to decide if we find it more/less usefull than any other elite skill, around, maybe your team ask you to bring expel hexes or anyother skill....persoanally, i do belive AL 10 mana 1 secs casting 15 recharge, is a very interesting skill right now.
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