Jun 08, 2007, 12:54 AM // 00:54
|
#1
|
Lion's Arch Merchant
Join Date: Oct 2006
Guild: MD
|
Spawning Power Buff
Update - Thursday, June 07, 2007
Spawning Power states that it increases weapon spell duration by 2% per rank.
NICE! Now we're cookin' ANET.
Spirit's Strength + Vital Weapon is even more FTW now.
|
|
|
Jun 08, 2007, 02:02 AM // 02:02
|
#2
|
Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
|
|
|
|
Jun 08, 2007, 03:44 AM // 03:44
|
#3
|
Lion's Arch Merchant
Join Date: Jun 2006
Guild: Zealots of Shiverpeak [ZoS]
Profession: Rt/
|
'bout time. It would be FULLY sweet if it would increase the length of time you could hold an Ash spell as well, but that would just be TOO good.
|
|
|
Jun 08, 2007, 03:36 PM // 15:36
|
#4
|
Frost Gate Guardian
Join Date: Nov 2006
Profession: Rt/
|
If this change sticks, it will be a nice addition to the ritualist. It only makes sense to have the class's primary increase skills that are unique to the class.
|
|
|
Jun 11, 2007, 01:47 AM // 01:47
|
#6
|
Wilds Pathfinder
Join Date: Dec 2005
Profession: Me/Rt
|
This buff makes me so happy. I feel like I have hope for Ritualists.
|
|
|
Jun 11, 2007, 05:43 AM // 05:43
|
#7
|
Jungle Guide
Join Date: Jan 2007
Guild: Lotus Branca[Lbr]
Profession: Mo/Me
|
Hold on. Is this about the "leak" they had on the display? What makes you guys think this'll ever be implemented? Or did I miss an announcement or something?
|
|
|
Jun 11, 2007, 07:24 AM // 07:24
|
#8
|
Krytan Explorer
|
O HAI!, resilient weapon is even more uber now.
|
|
|
Jun 11, 2007, 06:40 PM // 18:40
|
#9
|
Jungle Guide
Join Date: Jan 2007
Guild: Lotus Branca[Lbr]
Profession: Mo/Me
|
Quote:
Update 2 - Thursday June 7
* Fixed a bug that prevented players from entering a Challenge Mission in Hard Mode.
* Removed inaccurate changes to several skill and attribute descriptions.
|
.....................
|
|
|
Jun 11, 2007, 07:30 PM // 19:30
|
#10
|
Lion's Arch Merchant
Join Date: Oct 2006
Guild: MD
|
^I'm assuming it will be implemeted in time.
|
|
|
Jun 11, 2007, 07:46 PM // 19:46
|
#11
|
Jungle Guide
Join Date: Jan 2007
Guild: Lotus Branca[Lbr]
Profession: Mo/Me
|
based on what, exactly?
hope?
|
|
|
Jun 12, 2007, 12:42 AM // 00:42
|
#12
|
Krytan Explorer
|
My money says that the spawning power buff and the fast cast buff are part of the "really big ZOMG mid-june update"
Neither are particularly good ideas IMO.
|
|
|
Jun 12, 2007, 04:14 AM // 04:14
|
#13
|
Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
|
they will likely implement both, neither would make rits or mesmers overpowered. I actually think the signet fast cast is a pretty cool buff IMO.
|
|
|
Jun 12, 2007, 09:23 PM // 21:23
|
#14
|
Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
|
Quote:
Originally Posted by ArKaiN
based on what, exactly?
hope?
|
And the hope is fulfilled...
|
|
|
Jun 12, 2007, 09:37 PM // 21:37
|
#15
|
Jungle Guide
Join Date: Jan 2007
Guild: Lotus Branca[Lbr]
Profession: Mo/Me
|
/eatownwords
|
|
|
Jun 12, 2007, 10:04 PM // 22:04
|
#16
|
Forge Runner
Join Date: Nov 2005
Location: Seattle
Guild: Odin's Hammer [OH] - Servant's of Fortuna [SoF]
Profession: R/
|
lol, cmon man it *was* a legitemate question... it's not like you actually said it wouldnt be implemented. Go Denial!!!
|
|
|
Jun 12, 2007, 10:32 PM // 22:32
|
#17
|
Wilds Pathfinder
Join Date: Mar 2006
Location: Meadow
Profession: Rt/
|
/celebrates
going to love this buff to Spawning Power.
|
|
|
Jun 13, 2007, 10:10 AM // 10:10
|
#18
|
Ascalonian Squire
Join Date: May 2007
Location: England
|
I dont see how this is a buff at all
1. Armor capping has meant resilient weapon is useless almost. If your group contains any party wide armor buffs or the people you cast it on e.g' warriors use a skill that increases armor. All your resilient weapon is doing is giving some health regen.
2. Weapon of warding duration has been nerfed. So basically you will need to put 12 resto 12 spawning power to have the same WoW as you did with just 12 resto before.
All i see with the changes is that maybe an interesting support build could be made with some of the less used weapon spells, but then 13 in SP only gives 26% longer duration is that really enough to make a big difference on things like weapon of quickening and weapon of fury.
|
|
|
Jun 13, 2007, 11:47 AM // 11:47
|
#19
|
Frost Gate Guardian
|
^agree.
A standard pvp rt running 14 channeling 13 resto (enough for 5 charges on splinter) has had their weapon of warding lowered to approximately 7 seconds. An e/rt's has gone down to 6. Resilient would be nice, except the combination of armour stacking cap and the superior (though obviously not directly comparable) WY makes it basically a conditional healing breeze. We all know how 00ber that gem of a skill is. The only build I've ever been able to bring myself to use spawning with is with attuned was songkai, I don't think that's going to change.
|
|
|
Jun 13, 2007, 01:54 PM // 13:54
|
#20
|
Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
|
A lot of the lesser used weapon spells will be more popular now. This excludes Splinter, Nightmare, Vengeful and Remedy weapons though, as the extended duration isn't going to make a significant difference.
I reckon that "Watch Yourself!" is now going to be the only armor boost needed... anywhere... unless parties have their own personal higher-armoured skill. Otherwise Resilient Weapon just got a reasonable nerf despite the extended duration.
Vital Weapon gets the most out of the buff IMO, and we may be seeing a bit more use of Guided Weapon in GvG and HA.
Warmongers, Quickening and Weapon of Fury aren't too bad for the extension either.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 04:59 PM // 16:59.
|