Mar 07, 2008, 06:12 AM // 06:12
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#21
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Wilds Pathfinder
Join Date: Sep 2007
Location: In a donut hole
Profession: Rt/A
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Overall, I was pretty happy with the skill changes.
It's not as pivotal in PvE as it is in PvP, but it's definitely a step in the right direction in general.
Makes me regret deleting my necro
but not too bad because I deleted him for my Mesmer
<3<3<3<3[skill]Psychic Instability[/skill]
The sin nerfs won't really change PvE cuz everyone uses Moebius Blossom spam or crap builds.
I noticed there were quite a few random-but-nice buffs. I'm sure i'm not the only one who thought "wth? yey!"
Ancestors' got nerfed , but not as bad as sins
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Mar 07, 2008, 09:30 AM // 09:30
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#22
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Necromancer
• Foul Feast: decreased casting time to .25 seconds; this skill has been moved to the Soul Reaping attribute; changed functionality to: "All conditions are transferred from target other ally to yourself. For each condition acquired in this way, you gain 0..45 Health and 0..3 Energy."
• Enfeebling Blood: decreased Energy cost to 1, decreased casting time to 1 second; increased recharge to 8 seconds.
• Enfeeble: decreased casting time to .25 seconds; increased duration to 10..30 seconds.
• Plague Signet: changed functionality to: "Transfer all negative conditions with their remaining durations lengthened by 100..200% from yourself to target foe."
• Strip Enchantment: functionality changed to: "Remove 1..2 enchantments from target foe. If an enchantment is removed, you steal 5..65 Health."
• Weaken Armor: decreased casting time to 1 second; this skill now affects all adjacent foes.
• Plague Sending: decreased Energy cost to 1.
• Wail of Doom: decreased Energy cost to 1; decreased recharge to 10 seconds; decreased duration to 1..4 seconds; changed skill type to hex; changed functionality to: "For 0..4 second[s], all of target foe's attributes are set to 0."
• Rip Enchantment: functionality changed to: "Remove 1 enchantment from target foe and that foe suffers from Bleeding for 5..25 seconds."
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Just too awesome for words. I can't wait to try these all out.
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Mar 07, 2008, 09:45 AM // 09:45
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#23
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Forge Runner
Join Date: Sep 2006
Location: Blighty
Guild: The Legion of the Blue Blade
Profession: R/Mo
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Necros are now even more of a walking utility machine. Enfeebling blood? yes please. Weaken Armour? dont mind if i do! Rip enchant? Well, if you insist! And they can Draw conditions without a monk secondary. Incredible.
Wail buff is interesting too.
edit: It feels like they're really bashing the enchantment line. Buffs to enchant stripping spells, buff to magehunter smash, nerf of guardian, mystic regen and the recent change to Avatar of Grenth.
Last edited by distilledwill; Mar 07, 2008 at 11:11 AM // 11:11..
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Mar 07, 2008, 04:21 PM // 16:21
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#24
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Academy Page
Join Date: Aug 2006
Guild: Order Of The Ghost Dragons [mist]
Profession: E/
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not impressed with the nerf to rodgorts and mind blast
has been my normal ele build for a couple of months now...
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Mar 07, 2008, 04:25 PM // 16:25
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#25
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Emo Goth Italics
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Quote:
not impressed with the nerf to rodgorts and mind blast
has been my normal ele build for a couple of months now...
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A 40/40 Wand/Focus set should sort that out.
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Mar 07, 2008, 04:48 PM // 16:48
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#26
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by tyla salanari
A 40/40 Wand/Focus set should sort that out.
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Pretty sure you should have been using that in the first place.
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Mar 08, 2008, 02:53 AM // 02:53
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#28
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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Quote:
Originally Posted by JR
Pretty sure you should have been using that in the first place.
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You do realize this is the PvE area right? These guys use staves with energy and fortitude mods strictly
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Mar 08, 2008, 02:56 AM // 02:56
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#29
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über tÄ›k-nÄsh'É™n
Join Date: Jan 2006
Location: Canada
Profession: R/
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i'm quite sure most use energy mods and full radiants, just so they can get +100 energy on their eles.
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Mar 08, 2008, 02:57 AM // 02:57
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#30
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Desert Nomad
Join Date: Jan 2006
Location: Maryland
Guild: The Mirror Of Reason [SNOW]
Profession: E/Mo
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Quote:
Originally Posted by moriz
i'm quite sure most use energy mods and full radiants, just so they can get +100 energy on their eles.
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TRIPLE DIGIT ENERGY MAKES YOU DO MORE DAMAGE
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Mar 08, 2008, 03:13 AM // 03:13
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#31
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Krytan Explorer
Join Date: Jul 2006
Guild: StP
Profession: Me/
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Quote:
Originally Posted by Master Ketsu
Hello OP necros.
One thing I do like about this update is the second half of the change to siphon speed. IMO it shouldn't have had its time nerfed, but the 50% while moving forces the sin class to take a bit more skill to play when running it.
And wail of doom is now beyond broken. This increases the power of spike teams to the point where no other build can stand a chance. Revert immediately please.
3...2...1...wailing infuser....Spike !
3...2...1...wailing infuser....Spike !
3...2...1...wailing infuser....Spike !
3...2...1...wailing infuser....Spike !
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you mean wailing prot right? infuse is still perfectly capable of stopping a spike at level0
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Mar 08, 2008, 03:24 AM // 03:24
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#32
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Ascalonian Squire
Join Date: Dec 2007
Location: Chile
Guild: Rizen from the Ashes [Ra]
Profession: Me/
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I'm pretty sure some people have reading comprehension issues. This thread is to discuss the update and how it affects pve, not a bash pvers thread.
Anyways, don't think any of the changes will have much effect on pve. . .although outside of gwen, I have seen a lot more sf eles again (mb had largely replaced them). And yes, necros are quite a utility machine (even moreso than before).
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Mar 08, 2008, 03:27 AM // 03:27
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#33
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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Quote:
Originally Posted by Phe Belladona
you mean wailing prot right? infuse is still perfectly capable of stopping a spike at level0
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300 hp will not stop a spike
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Mar 08, 2008, 04:31 AM // 04:31
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#34
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Lion's Arch Merchant
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Quote:
Originally Posted by blue.rellik
300 hp will not stop a spike
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And 390 will?
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Mar 08, 2008, 04:55 AM // 04:55
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#35
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Quote:
Originally Posted by moriz
i'm quite sure most use energy mods and full radiants, just so they can get +100 energy on their eles.
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...
Why would someone want +100 STINKING ENERGY?
I want over 9000.
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Mar 08, 2008, 05:24 AM // 05:24
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#36
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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Quote:
Originally Posted by Yoshikuni Mahsu
And 390 will?
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Did I ever say it would?
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Mar 08, 2008, 05:42 AM // 05:42
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#37
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Lion's Arch Merchant
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Quote:
Originally Posted by blue.rellik
Did I ever say it would?
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Well 390 is the rough heal for a 14 healing prayers infuse.
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Mar 08, 2008, 05:50 AM // 05:50
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#38
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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My point is that a plain by itself isn't going to be stopping the spike (or at least not from what I've seen).
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Mar 08, 2008, 12:42 PM // 12:42
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#39
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Emo Goth Italics
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Quote:
Originally Posted by blue.rellik
You do realize this is the PvE area right? These guys use staves with energy and fortitude mods strictly
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Ewww...
40/40 Set is ultimate for all!
And I personally don't like staffs much...
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Mar 10, 2008, 02:36 AM // 02:36
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#40
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Lion's Arch Merchant
Join Date: Jun 2007
Guild: The Nyktos Guild [win]
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Revert WY...please?
I dislike the MB and Rodgorts changes too, but those weren't completely destroyed the way WY was, so I don't really mind. The the build is still playable with them in their current state, though Fireball is now pretty much a required skill on the bar.
Aside from that, I like this update, particularily the necro buffs.
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