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Old Apr 20, 2007, 01:40 PM // 13:40   #1
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Default Call to torment in Hard Mode - NOT NEEDED!

Frustration thread!

Arms of insanity can spawn at will in Nightfallen Jahai, they use Lightning Reflexes and them call to torment and its damn near impossible to stop. In a matter of minutes you could have 1/2 dozen Arms to deal with (plus the rest of the mob).

I really dont think Call to Torment is necessary with lvl 30 demons.

I love the addition of hard mode and am having much fun with it, but my complaint above, I feel is valid. Arms of Insanity are insanely powerful in hard mode.

Anyone else encounter this thus far?
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Old Apr 20, 2007, 01:43 PM // 13:43   #2
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Yeah I seen this first hand. Spike of Nightbringer's Gaze does them in, but doesn't help when your soloing with henchmen.
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Old Apr 20, 2007, 01:44 PM // 13:44   #3
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Just keep in mind - ANET is going to be observing these sort of things an make necessary changes to everything.
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Old Apr 20, 2007, 01:45 PM // 13:45   #4
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Rigor mortis seems mandatory.
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Old Apr 20, 2007, 01:48 PM // 13:48   #5
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wild blow + enchant removal is gg
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Old Apr 20, 2007, 01:48 PM // 13:48   #6
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Call to Torment isnt new, so there's pretty much no way they would have removed it in hard mode.

But getting to the problem u mention, theres a... lets say... "efficient" way to deal with Arms of insanity...



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Old Apr 20, 2007, 02:04 PM // 14:04   #7
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Wild Blow is you friend
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Old Apr 20, 2007, 02:09 PM // 14:09   #8
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they take double dmg in Call to torment.... obviously your build is lacking dmg
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Old Apr 20, 2007, 02:11 PM // 14:11   #9
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in elona, wild blow is my best friend ^^
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Old Apr 20, 2007, 02:21 PM // 14:21   #10
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ANET! I've always though Call to Torment should not be a shout but a skill that takes time to cast so you can interrupt it! PD mesmers would be the new shiz in torment.
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Old Apr 20, 2007, 02:47 PM // 14:47   #11
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Quote:
Originally Posted by Fr_3_aK
they take double dmg in Call to torment.... obviously your build is lacking dmg
Arms of insanity are a pain in the ass...

The combo is troll ungument + light reflexes + call or torment + ranger armor + bonus against elemental damage... they are hard to kill and a danger to henchs and heros because Barrage...

I kill monks, eles, necros, mesmers, other classes, rangers torments in this order to at end focus damage only in ranger, spread heros and henchs with flags.

1 arm not a real problem
2 arms a problem
3 big trouble
4 forget
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Old Apr 20, 2007, 02:57 PM // 14:57   #12
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Quote:
Originally Posted by perfect
Call to Torment should be a skill that takes time to cast so you can interrupt it!
Absolutely. They could reduce the cast time to 2 seconds but make it interruptable...that would create a bit more strategy than is currently involved in those areas.
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Old Apr 20, 2007, 02:57 PM // 14:57   #13
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Quote:
Originally Posted by Fr_3_aK
they take double dmg in Call to torment.... obviously your build is lacking dmg
You obviously dont know what Lightning reflexes does - For 5...10 seconds, you have a 75% chance to "block" melee and projectile attacks, and you attack 33% faster.

Making double damage all but useless...

And yes time to equip my heroes with Wild Blow - until now I only brought it when absolutley necessary.
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Old Apr 20, 2007, 03:03 PM // 15:03   #14
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I also kill the arms last. If you try to kill them first the hench sometimes break off and start targetting other things, and the arms just multiply and multiply. By taking everything else out first you can have the hench target the stupid arms with more reliability.
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Old Apr 20, 2007, 03:04 PM // 15:04   #15
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Arm of Insanity's are very annoying, especially in hard mode, but their easy to counter. Lightning Reflexes does nothing to stop hexes/spells, and wild blow > stances.

Quote:
you could have 1/2 dozen Arms to deal with (plus the rest of the mob).
Then kill then last.
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Old Apr 20, 2007, 03:11 PM // 15:11   #16
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Call to Torment has always been overpowered anyway, let alone having it in hard mode.
If there was ever a skill in need of a nerf, this is it. It needs to be interruptable or have a longer duration before spawning.
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Old Apr 20, 2007, 03:14 PM // 15:14   #17
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Quote:
Originally Posted by Ferret
Call to Torment has always been overpowered anyway, let alone having it in hard mode.
If there was ever a skill in need of a nerf, this is it. It needs to be interruptable or have a longer duration before spawning.
Nice Ferret...

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Old Apr 20, 2007, 03:19 PM // 15:19   #18
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"The good thing about being me is that there are so many of me!"

As long as the bosses don't use it i won't complain. It's still hard mode after all.
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Old Apr 20, 2007, 03:20 PM // 15:20   #19
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I agree it's unnneeded in hard mode. Or put a cap on it that a clone can't clone and only an original could clone itself... ?? Just an idea.
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Old Apr 20, 2007, 03:20 PM // 15:20   #20
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Hehe, STOP BITCHING about hard mode. Jeeze, it's called hard mode for a reason and I love the pve challenge.

You wanna be able to steam roll over everything with ur hero's/henchies then do normal mode. Otherwise, use your brain and select from the 100's of skills and find a way to beat it.... like me.
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