Nov 02, 2007, 02:38 PM // 14:38
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#21
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Jungle Guide
Join Date: Jan 2007
Location: Guild Hall
Profession: A/
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The fewer number of enemies, the more effective they are. Try them against Glint, it is pretty much a guaranteed win.
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Nov 02, 2007, 04:04 PM // 16:04
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#22
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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Still not worth it.
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Nov 02, 2007, 07:01 PM // 19:01
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#23
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Wilds Pathfinder
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Quote:
Originally Posted by Sir Pandra Pierva
They used to be pretty good skill back with faction release but the nerfs have pretty much made them like balth pend. Just bad overall
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not at all actually, theyre still extremely useful.
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Nov 02, 2007, 08:56 PM // 20:56
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#24
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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 Omniclasm
The fewer number of enemies, the more effective they are. Try them against Glint, it is pretty much a guaranteed win.
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Yes, glint is fine example of how powerfull those skills can be ... the less enemies, the more usefull. thats why spiritspamers are good in 4 man arenas.
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Nov 03, 2007, 01:01 AM // 01:01
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#25
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Ascalonian Squire
Join Date: Jan 2007
Location: Columbia, Missouri
Guild: Looking for one
Profession: Rt/
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Quote:
Originally Posted by street peddler
not at all actually, theyre still extremely useful.
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If there was no other skill that could do what they do, this would be true, but right now, a bonder or prot monk is better for the team. I've used the build multiple times post-nerf, in GWEN and DoA, its just not viable, sure they give some cool down for your monks (5 seconds at most), but just taking another monk would be better, plus there are much better things your rit could be doing.
Quote:
Originally Posted by zwei2stein
Yes, glint is fine example of how powerfull those skills can be ... the less enemies, the more usefull. thats why spiritspamers are good in 4 man arenas.
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Not sure why thats a good thing, considering how little amount of fights actually come down to 1v1 or 4v4 in PvE. Id much rather these be useful when there are multiple enemies so it can be useful in 8v8 PvP and general PvE, rather than a few select areas in PvE and RA/TA.
Also, why would you use glint as an example, how many fights are like that, the end boss fights?
That doesn't sound like a good enough reason to say they are fine as is imo.
Last edited by Quicksilver Switch-Blade; Nov 03, 2007 at 01:04 AM // 01:04..
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Nov 03, 2007, 02:40 AM // 02:40
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#26
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Jungle Guide
Join Date: Jan 2007
Location: Guild Hall
Profession: A/
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Quote:
Originally Posted by Quicksilver Switch-Blade
Not sure why thats a good thing, considering how little amount of fights actually come down to 1v1 or 4v4 in PvE. Id much rather these be useful when there are multiple enemies so it can be useful in 8v8 PvP and general PvE, rather than a few select areas in PvE and RA/TA.
Also, why would you use glint as an example, how many fights are like that, the end boss fights?
That doesn't sound like a good enough reason to say they are fine as is imo.
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Jotun are actually a pretty good example too. They usually don't have more than 3-4 in their group.
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Nov 03, 2007, 03:17 AM // 03:17
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#27
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Ascalonian Squire
Join Date: Jan 2007
Location: Columbia, Missouri
Guild: Looking for one
Profession: Rt/
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Quote:
Originally Posted by Omniclasm
Jotun are actually a pretty good example too. They usually don't have more than 3-4 in their group.
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Spirits dont effect hexes, so its not going to save you, the hexes are what kill you (though if Izzy fixes the duration of Ineptitude and Clumsiness, that won't be too much of a problem, it will give your melee a chance to actually attack), so I don't see how a spirits will save you compared to a prot monk. So using that as an example is kinda pointless.
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