Feb 15, 2008, 11:10 PM // 23:10
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#41
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Drop Spirit Light; I'd drop Life except that makes Spirit Light bad without team spirits and then you're looking at replacing a bunch of skills, which you probably aren't interested in doing.
Quote:
Originally Posted by Berek
But if you are concentrating on dealing damage, what's the point in trying to heal...
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Some people are capable of doing more than one thing. It's pretty cool.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Feb 16, 2008, 03:26 PM // 15:26
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#42
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Academy Page
Join Date: Aug 2006
Location: Dallas
Guild: {Shepherds Of Silence}
Profession: Rt/R
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Quote:
Originally Posted by Stormlord Alex
Umm... there's no real limit.
Weapon spells (dare I say it?) are the best damn thing about the Rit class - unstripple buffs with strong effects on them that can be actively played to adapt to the situation and don't take an hour to set up (unlike spirits, which frankly suck for the most part).
You take as many weapon spells as you feel the need for their effects - WoW for a prot, WoR for heal/condi remover, Warmonger's for shutdown and Splinter for lawlpwnd AoE damage can all happily rest on the same bar, as long as you know when to use each.
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I guess what I'm implying is, i think there is certain breakpoint in which adding more weapon spells is no longer useful. As we all know only one weapon spell can be on a particular target at a time. For example if my warrior is going deep into a group and is tearing things apart with Splinter. I will recast splinter as long as I see that the monk is doing a good job healing etc. IF a hero is in trouble WoW...Condition Removal WoR. With the quick recharge of most weapon spells I see myself recasting similar spells while others are neglected. For instance...i love Warmonger's weapon...but for me its conditional...so it sits on my skill bar until I think it should be used. Otherwise im busy spamming heals, rage, splinter, WoR etc... I understand what you all are saying but I'm thinking if I ran 5-6 weapon spells...im using slots that could be more useful with a heal or channeling spell. I'm being silly lol nvm. Thanks guys!
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Feb 16, 2008, 06:08 PM // 18:08
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#43
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Academy Page
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Well I suppose I would examine the purpose behind each weapon spell. Is it to heal, deal damage, or otherwise? Bringing more than one weapon spell that fills the same basic purpose is probably not a good idea.
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Feb 16, 2008, 11:08 PM // 23:08
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#44
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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You run out of good weapon spells, and the recharges of the skills make additional ones redundant long before the conflicts from weapons not stacking. Weapon of Warding and Weapon of Shadow, for instance, can't be put on the same target, but you don't care because you only want to put one up anyway; you take both for a faster effective recharge, or because they can be used to address slightly different situations. Remedy is usually used as a fast response or a precursor to a longer lasting Warding or Shadow. Splinter, Warmongers, and Nightmare don't all stack, but you use them differently; I've run all 3 on a bar with 3 physical attackers and never felt like I had too many. Essentially, in the right team build, I can see running Remedy, Warding, Shadow, Warmongers, Splinter, and Nightmare on the same bar, and feeling more limited by energy and recharges than the fact that weapons don't stack.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Feb 16, 2008, 11:17 PM // 23:17
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#45
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Forge Runner
Join Date: Nov 2005
Location: Character selection screen figuring what I want to play...
Guild: Purple Lingerie - :D
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Quote:
Originally Posted by Ensign
You run out of good weapon spells, and the recharges of the skills make additional ones redundant long before the conflicts from weapons not stacking. Weapon of Warding and Weapon of Shadow, for instance, can't be put on the same target, but you don't care because you only want to put one up anyway; you take both for a faster effective recharge, or because they can be used to address slightly different situations. Remedy is usually used as a fast response or a precursor to a longer lasting Warding or Shadow. Splinter, Warmongers, and Nightmare don't all stack, but you use them differently; I've run all 3 on a bar with 3 physical attackers and never felt like I had too many. Essentially, in the right team build, I can see running Remedy, Warding, Shadow, Warmongers, Splinter, and Nightmare on the same bar, and feeling more limited by energy and recharges than the fact that weapons don't stack.
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In other words 3 weapons spells on 3 dif people. Nice combo to.
But I would drop the hard res for Kaolai.
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