Apr 06, 2006, 07:36 AM // 07:36
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#21
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Lion's Arch Merchant
Join Date: Jan 2006
Location: So-Cal
Guild: Forsaken Wanderers [FW]
Profession: Mo/
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I agree smiting could use some work, but every job type has some sort of attribute line that doesn't happen to be "uber" in terms of popularity.
They're all sortof sub-par in most cases, but I believe that's only because they don't fit into any of the current sling of builds. However, during Factions I was seeing quite alot of people smiting off of pets in 12v12s so perhaps in the near future we'll see an increase in the demand for smite monks.
I'm also seeing alot more Smiting builds pop up for Heros Ascent and GvG so perhaps there's hope yet for the good'ol smiting line.
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Apr 06, 2006, 05:37 PM // 17:37
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#22
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Krytan Explorer
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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I wouldnt mind the Holy Strike copy IF both are 3/4 or less casts and Smiting has a viable KD move that lasts at least two seconds.
AoE AI effect should be changed somewhat, although it does forces for using snares something Smiting really lacks. Im not totally against the AoE AI effect since thats what a person would do (AoE! Get the hell out of there pronto!!) but soemtimes its way to unreal, a normal player would at least try sometimes to bypass the damage and tank it to kill the enemy.
Most Smiting skills where nerfed do to the Elmo's (I knew that would happen) which was totally unfair for any other Smiter. Balthazar's Aura already costed a lot, making it a two second cast was worse for it as well as increasing its cost. Symbol of Wrath is cheap I give you that but its charge and cast time are screwed over. No one in their right minds will use Holy Wrath with its incredible energy cost (10 energy loss every hit wtf?!!??)
About the only viable moves I use are Banish (slow recharge) Smite (slow recharge) Bane Signet (conditional KD doesnt last too much, slow recharge because its a signet) Holy Strike (Must get into harms way)
Symbol of Wrath should be a 1 second cast OR affect a much larger area.
Balthazar's Aura can stay on its two second cast but they should lower the recharge and/or the energy cost.
As for 55 monks they want to get rid of that without having to screw over the lines or give unreal AoE AI effects? Simple add Necro and Mesmer enemies (or Necro and Mesmer secondary proffesion to most enemies) with every group of enemies with the ability to strip/remove/shatter enchantments and you'll see that 55 monk drop. Problem Solved.
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Apr 06, 2006, 11:34 PM // 23:34
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#23
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Wilds Pathfinder
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I don't think that buffing the Smite line would balance the Monk with the other classes. Wouldn't it make the monk totally uber?
If Monks had damage dealing that was on par (or close to) with warrior, ranger, ele, necro, mesmer, or whatever, it would then give them the best healing/protection in the game AND the best (or close to) damage in the game. Why would anyone play anything else? Right now you can use smite as a secondary on something else and do pretty well, or you can use a secondary on a monk and do pretty well (why not spike with mo/r).
If you made smite more powerful you would also have to make mesmer have some better healing and more direct damage...it would create problems IMO
I would like to see some more support types of damage on a monk, similar to judge's or strength of honor (strength of honor would have to be better than it is), and I'd like to see holy wrath fixed so it didn't cost your left nut every time it redirects damage.
Also, I wanted to point out that Zealot's does damage to foes adjacent to your target, not adjacent to you (unless you were the target). Someone seemed to have that a little wrong...
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Apr 06, 2006, 11:43 PM // 23:43
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#24
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Was there ever a time when Holy Wrath was actually useful. It seems that every spell this game has to offer with an energy penalty was useful before Anet nerfed it. Thunderclap is honestly the single worst energy dependant spell i've seen. The only way you could sustain that is using Ether Prodigy, the problem there been they're both elite...
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Apr 07, 2006, 12:19 AM // 00:19
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#25
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Desert Nomad
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Quote:
Originally Posted by LouAl
I don't think that buffing the Smite line would balance the Monk with the other classes. Wouldn't it make the monk totally uber?
If Monks had damage dealing that was on par (or close to) with warrior, ranger, ele, necro, mesmer, or whatever, it would then give them the best healing/protection in the game AND the best (or close to) damage in the game. Why would anyone play anything else? Right now you can use smite as a secondary on something else and do pretty well, or you can use a secondary on a monk and do pretty well (why not spike with mo/r).
If you made smite more powerful you would also have to make mesmer have some better healing and more direct damage...it would create problems IMO
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Not really. The scarcity of attribute points and the potential of secondaries pretty much kill that argument.
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Apr 07, 2006, 03:19 AM // 03:19
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#26
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Krytan Explorer
Join Date: Mar 2006
Location: Vancouver, B.C.
Guild: Seers of Serpents
Profession: Mo/Me
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Thanks for all the replies
I've been churnning in my mind over a build that specializes in support smiting, in other words:
Judges Insight
Strength of Honor
Smite Hex
Zealots Fire
Retribution
Shield of Judgment
And for the last 2 i;'d consider 2 of theese:
Smite, Banish, Bane Signet, Reversal of Fortune, some mesmer energy management skill etc. . .
What you guys think?
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Apr 07, 2006, 03:37 AM // 03:37
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#27
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Desert Nomad
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I'm not sure Zealot's Fire is worth it when you have so few spells to cast on allies.
You might want to try Blessed Signet, especially if you're going to buff more than one warrior at a time.
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Apr 07, 2006, 05:03 AM // 05:03
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#28
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Krytan Explorer
Join Date: Mar 2006
Location: Vancouver, B.C.
Guild: Seers of Serpents
Profession: Mo/Me
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Possibly i thought about that, but lets say there only 1 warrior, im only maintaining 2 enchants (only ones wil a -1 upkeep contribute to blessed sig) thats only a gain of 6 energy, if there's more im sure it'd work though
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Apr 09, 2006, 04:48 PM // 16:48
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#29
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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You see more e/mo thn mo/* smiters simply because you need energy management...
but now you don't see many smiters because of AOE changes.
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Apr 09, 2006, 08:07 PM // 20:07
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#30
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Frost Gate Guardian
Join Date: Jan 2006
Guild: OhNo quitted too active gvg
Profession: W/E
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I still can remember the old good dual smite LOL. Infinitiv energy, huge damage and easy for warrior becouse e/mo spamming condition and hex removals on u (damage trought zealots fire).
But nowadays, one e/mo gives good damage with renewal, balthazar aura and judges inside in HA, specialy in altar maps. But one nuker overpowers this guy pretty fast.
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Apr 11, 2006, 06:29 AM // 06:29
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#31
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Krytan Explorer
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Forget about the little guy Scourge Healing?
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Apr 11, 2006, 01:32 PM // 13:32
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#32
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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Smite hex, scourge healing and judges insight are also very nice smiting skills.
Judges insight on a barrage ranger is amazing how much more damage it can cause. It may be situational and better in certain areas (FoW it shines).
Combine JI with a Horn Bow (10% AP built in) + the extra dmg from barrage, and if you want to go against the grain, 10% sundering and you have a very nice attack.
Smiting is a weak line and seems to be better suited to spot skill fills rather than dedicating a whole build to smiting.
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Apr 11, 2006, 08:06 PM // 20:06
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#33
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Wilds Pathfinder
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Quote:
Originally Posted by NatalieD
Not really. The scarcity of attribute points and the potential of secondaries pretty much kill that argument.
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Can't you spread points over 4 att lines? I can...
I am just saying that it makes sense to me that smiting is not the most powerful damage dealing attribute because if it was monks would have it all and other classes would not.
I am not saying that smiting is perfect, but it doesn't make sense to me that monks should get damage dealing on par with other classes because that would mean (by logic of balance) that other damage dealing classes would need to have healing on par with a monk (I used mesmer as an example before and now I am excluding them as they are not a damage dealing class).
Doesn't that make sense?
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Apr 12, 2006, 11:28 PM // 23:28
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#35
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Wilds Pathfinder
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Thanks for the support, Beat Go Stick.
I really felt like I was being very confusing...
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