Apr 10, 2007, 05:27 PM // 17:27
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#61
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Wilds Pathfinder
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
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I think cracked armor could be an interesting skill....Weaken Armor as a condition any1? (Props goes to a guild member for thinking of this.)
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Apr 10, 2007, 05:49 PM // 17:49
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#62
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Lion's Arch Merchant
Join Date: Apr 2005
Guild: All Senses Failed [aSF]
Profession: A/N
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What on earth is the "cracked armor" condition?
Meh, I'm not going to fuss over it too much... why bother?
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Apr 10, 2007, 05:53 PM // 17:53
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#63
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Desert Nomad
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Cracked Armor? WTF? rusty armor? less armor when condition is applied?
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Apr 10, 2007, 06:02 PM // 18:02
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#64
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
Guild: Heroes of the Horn [HoH]
Profession: N/
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It is possible that these skills could be the PVE only skills that will be found in GW:EN.
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Apr 10, 2007, 06:12 PM // 18:12
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#65
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Banned
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Quote:
Originally Posted by Taurucis
Once again, the PvE side of the game gets hosed, doused with paint, stuffed into a garbage can, and rolled down Mount Everest. I don't even think a team of 36 players could take down a single monster with those skills. What are you trying to do, ANET, kill your entire PvE fanbase? This is not making the game "more challenging" or "more interesting. This will make the game insanely hard/frustrating/impossible.
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You can not seriously believe the skills would be introduced this way, can you? Good grief, out away your tinfoil hat and umbrella, the sky isn't actually falling.
Yay for paranoid nutcases that scream in terror over nothing. Sheesh.
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Apr 10, 2007, 06:55 PM // 18:55
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#66
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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I think those are the Great Destroyer minion spells.
Notice most of them relate to fire.
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Apr 10, 2007, 07:09 PM // 19:09
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#67
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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THIS is EXACTLY why you people need more mesmers!
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Apr 10, 2007, 07:12 PM // 19:12
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#68
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Forge Runner
Join Date: Mar 2006
Guild: [ToA]
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^qft. seems like gw:en/ hard mode will be a good place for mesmers.
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Apr 10, 2007, 07:35 PM // 19:35
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#69
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Banned
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I'm sorry but... 3000% faster??? For 45 seconds??? That's basically infinite shadowstep O_O imagine if you could equip that bad boy... good bye prophecies, now a level 2 could do a droks run Lol.
"GLF mesmer"... can't wait to see that pop up! Ha.
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Apr 10, 2007, 07:42 PM // 19:42
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#70
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Frost Gate Guardian
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Maybe some of the veterans would enjoy such mobs, but the majority would certainly not. Guild Wars finance=mass of players. So imo those will either a)be boss-only skills, maybe related to boss hp, b)only in some areas or c)will be modified. Or maybe won't even exist, God knows. As stated above, DON'T PANIC (and always have a towel with you)
Btw the template is a warrior one, looking forward to seeing caster ones ^^
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Apr 10, 2007, 07:46 PM // 19:46
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#71
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Krytan Explorer
Join Date: Apr 2006
Profession: A/
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Quote:
Originally Posted by Taurucis
Once again, the PvE side of the game gets hosed, doused with paint, stuffed into a garbage can, and rolled down Mount Everest. I don't even think a team of 36 players could take down a single monster with those skills. What are you trying to do, ANET, kill your entire PvE fanbase? This is not making the game "more challenging" or "more interesting. This will make the game insanely hard/frustrating/impossible.
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1st of all if its in "hard-mode", no1 will FORCE you to do hard-mode
2nd, you do not know if anet will use it...
3rd, even if those skill would be used by monsters, there are always be players who will try to find out a build to counter them... just like the beginning of DOA... people where like:"damn this is toooooo difficult!"
but now there are even 2-man-farmers -.-"
got the point?
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Apr 10, 2007, 07:46 PM // 19:46
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#72
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by MSecorsky
THIS is EXACTLY why you people need more mesmers!
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Theese skills dont really encourage "7/8 GLF mesmer to go"
If i would assume (=guess really really badly) that each monster will carry one of theese, so far we saw:
Putrid Flames: the only one which is spell ... with one second cast time - good luck noticing it and catching it in time if you want to interupt it (you can always spear casting time hindering hexes around ... but is it worth energy in pve...?), preeemptive skills (mistrust ...) wont work with it. You can always backfire, but that is not really "shutdown" people want. Best thing you can do against theese is to have fewered dreams and breadhead ranger if this skill is widespeard in mobs. Chances are that choking gas ranger will be more usefull ... Le me remind you: if I am building team, i want mesmer in because of shutdown, not because of punishment or degen damage.
Infernal Rage: only stance, mesmers can do much about stances. Wild X on A / W / P is partys choice in here.
Torturous Last: the only attack, Mesmers have nice antimeele arsenal, no doubt. Tank with visages can shutdown losts of stuff inclusing this. But if I was building party, i would welcome this attack as its not really threatening (depending on Crackled condition) i would simply take RC prot monk and enjoy huge heals (nearly 400hp guaranteed, 5 energy, 2 recharge, sign me in!) thanks to this attack.
Whirling chain: Could warant some love for adren denial ... Soothing Images, finally ftw?
Others: Plain skills, diversion wont work (monster stuff ...) you can Visage-edenial them, but that requires nice amout of meele to trigger it and decent tank, if monsters activate theese skills before edenial ... well, they last for quite a time. Some would require gimmicky counters (Muddy terrain) which are not even in mesmers aresenal, some just require different positioning and change of strategy...
I do hope that i am wrong, but taking mesmers to deal with theese would be silly.
Chances are that what groups would require from mesmer profession will be emulated by more favored profs or will be just one or two skills which any other class can bring. (say, if people needed one interupt for Flame Call, nothing prevents E/Me from bringing it and be done with it.)
Think of kanaxai, etc ... one would think people would love to have mesmer to deal with enchants and to interupt him, maybe add little punishment damage, in reality, enchant dealing was rewduced to inspried enchant, and cursed necroes took skill they usually took anyway - shivers.
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Apr 10, 2007, 07:53 PM // 19:53
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#73
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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You do recall, do you not, that mesmers have been promised a nice PvE boost? Regardless, everything is easier with a mesmer along. This is a known fact, even if it's not accepted as such.
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Apr 10, 2007, 07:56 PM // 19:56
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#74
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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1. This are definately GW:EN skills, and not Hard Mode. How would these skills fit into the current campaign? "Flame Call," in paticular, sounds more like a contextual dungeon skill.
2. Even if those skills were put into the game today, Mesmers still wouldn't be wanted for PuGs. Infact, it would just make SS Necros required. A Reckless Haste followed up with a Price of Failure or Enfeebling Blood destorys those skills. All a Mesmer can do is...Ineptitude. Yeah.
Last edited by Zinger314; Apr 10, 2007 at 07:59 PM // 19:59..
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Apr 10, 2007, 08:00 PM // 20:00
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#75
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Krytan Explorer
Join Date: Apr 2005
Location: Florida
Guild: One Corgi Army {OCA}
Profession: R/Rt
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The "Flame Call" skill probably means that this is for GW:EN.... I mean honestly, can you think of a mission in the old GW chapters that had anything to do with sneaking into a temple and involved Charr?
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Apr 10, 2007, 08:09 PM // 20:09
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#76
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Krytan Explorer
Join Date: Dec 2005
Location: NY, New York
Guild: Warlords of Earth [WAR]
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Whatever they are for i doubt an enemy will have more than one of these skills equipped. The way I see it they are probably Hard mode skills (the flame call for the flame temple corridor) and each charr or other mob will have only ONE of these skills equipped most liekly based on profession or slightly randomized. If a monster has more than one of these skills in their skillbar that'd be a little crazy. Its probably one per monster.
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Apr 10, 2007, 08:14 PM // 20:14
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#77
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Lion's Arch Merchant
Join Date: May 2006
Location: Washington
Profession: N/
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Quote:
Originally Posted by LoKi Foxfire
The "Flame Call" skill probably means that this is for GW:EN.... I mean honestly, can you think of a mission in the old GW chapters that had anything to do with sneaking into a temple and involved Charr?
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What, you mean like getting Althea's Ashes from the Flame Temple Corridor?
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Apr 10, 2007, 08:14 PM // 20:14
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#78
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Krytan Explorer
Join Date: Dec 2005
Location: NY, New York
Guild: Warlords of Earth [WAR]
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sorry quick post lag cause dme to double post
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Apr 10, 2007, 08:41 PM // 20:41
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#79
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Desert Nomad
Join Date: Nov 2005
Location: Check behind you again.
Profession: N/
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Maybe PvE only skills with hard mode?
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Apr 10, 2007, 08:42 PM // 20:42
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#80
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Wilds Pathfinder
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Quote:
Originally Posted by lyra_song
Simple switches can turn skills on and off. The data exists in both clients.
Live server = BAMPH! is off
Dev server = BAMPH! is on
It would be pointless and time wasting to create 2 differing clients since the point of the dev server is the TEST things in Live.
This is for you.
personally i think its the game server equivalent of Lorem Ipsum. They put these skills on enemies to test skills. Like the one for conditions.
Need to test condition removal? Spawn a monster with this skill.
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Quote for truth. Indeed 3000% is unrealistic and besides, we found this through a glitch/bug or some sort method that wasnt intended for us to use and i doint believe the skills are made for us to use yet. Its like looking at Raw chicken and yelling "zOMG its NOT COOKED YET!!!!!!111oneeleven1111!!!"
Last edited by scrinner; Apr 10, 2007 at 08:44 PM // 20:44..
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