Mar 01, 2012, 02:05 PM // 14:05
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#1
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Banned
Join Date: Feb 2012
Profession: A/
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RA Groups
What do you guys think of making it so that it's not possible to have more then 1 similar profession in a RA group?
This not only would make it able to stop teams with 2 monks which are just a waste of time anyway since they'll either resign or lose. But it will also stop lame teams of 3 elementalists + 1 monk which have too much dmg for any non coordinated ( random) group to win.
I know that RA is suppose to be random but maybe it's better this way any way?
PS: Slightly off topic but, why didn't they make codex arenas like RA and left TA in it's place? Codex seems to have much more of the "random" element then RA does.
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Mar 01, 2012, 02:39 PM // 14:39
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#2
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Frost Gate Guardian
Join Date: Jan 2011
Profession: W/
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This would more or less only mean waaaaaaaaaaaay longer waiting times, and I highly doubt people would want that. Besides a W/Mo can for example have the same skills as a Mo/W so it would still be more or less the same.
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Mar 01, 2012, 02:43 PM // 14:43
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#3
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Lion's Arch Merchant
Join Date: Jul 2008
Guild: [DVDF]
Profession: P/
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Well a Wa/Mo can't use those skills anywhere near as effectively as a Mo/Wa though...
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Mar 01, 2012, 03:04 PM // 15:04
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#4
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Frost Gate Guardian
Join Date: Jan 2011
Profession: W/
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He can, if the fight is over fast, since most of the trouble would be energy management.
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Mar 01, 2012, 03:26 PM // 15:26
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#5
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Lion's Arch Merchant
Join Date: Sep 2009
Guild: TLS
Profession: Mo/
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And something called divine favor...
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Mar 01, 2012, 03:30 PM // 15:30
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#6
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Frost Gate Guardian
Join Date: Jan 2011
Profession: W/
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Of course, but you can be quite efficient even without Divine favor
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Mar 01, 2012, 03:31 PM // 15:31
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#7
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Lion's Arch Merchant
Join Date: Jul 2008
Guild: [DVDF]
Profession: P/
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Exactly. Without Divine Favour, the majority of Monk skills are really bad. Only some of the skills in the Smiting line are unaffected (a couple Protection Prayers might retain some utility though)...and well, in PvP, Smiting tends to be questionable to begin with.
Wa/Rt + Rt/Wa might be a better example, seems many Restoration magic skills work at full power even without any input from Spawning Power...but as most need a Spirit to truly work well, a Warrior will still be limited in using them as Spirits tend to be pretty expensive and as a result would leave the Warrior without enough energy to use the most basic skills for even the shortest amount of time. The change a while back that made Spawning Power influence Weapon Spells (and some Weapon Spells subsequently getting some reduced inherit duration as a result) also would hinder any effectiveness.
Quote:
Originally Posted by Lordkrall
Of course, but you can be quite efficient even without Divine favor
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Not as a proper healer though. Just a few Signets (which didn't benefit from Divine Favour to begin with) and utility spells (Mending Touch, Empathic Removal) remain viable.
Last edited by KotCR; Mar 01, 2012 at 03:35 PM // 15:35..
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Mar 02, 2012, 06:44 AM // 06:44
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#8
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Lion's Arch Merchant
Join Date: Dec 2006
Location: New Zealand FTW
Guild: Ex Talionis [Law]
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Biggest problem you guys can see with a warrior using monk skills effectively is not having divine favour?
No wonder dead game is dead.
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Mar 02, 2012, 11:28 AM // 11:28
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#9
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Lion's Arch Merchant
Join Date: Jul 2008
Guild: [DVDF]
Profession: P/
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If you read the whole thread, Lordkrall already stated the energy problem but also said "if the fight is over fast he can". So the energy problem was already covered.
And infact, it is the truth also. The lack of Divine Favour is the bigger problem, seems without it Monk skills suck and there's no way to make up for that loss of healing power. The other issue; Energy, can however be solved to some extent with the correct skills (for example a Zealous Weapon and Warrior's Endurance gives a Warrior a huge amount of energy income; if he can make sure to keep hitting his foes).
And to be fair, most players are so stupid in RA that even Bonitti's Defense can become a viable form of energy management there.
Attribute difference isn't that big either (especially with fluxes like Hidden Talent and The Meek Shall Inherit), seems a Monk shouldn't be running anything more than Minor Runes (Vigor being the exception of course) in PvP anyway.
Last edited by KotCR; Mar 02, 2012 at 11:34 AM // 11:34..
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Mar 06, 2012, 02:47 PM // 14:47
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#10
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Ascalonian Squire
Join Date: Sep 2010
Location: United Kingdom
Guild: Be Moar Brave [FRZY]
Profession: W/
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The standard WoH bar has like what.. 4 points Into divine favour?
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Mar 13, 2012, 11:22 AM // 11:22
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#11
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Ascalonian Squire
Join Date: Mar 2012
Location: Switzerland
Profession: A/E
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9+1 with 9 tactics
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Mar 13, 2012, 07:40 PM // 19:40
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#12
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Furnace Stoker
Join Date: Jul 2006
Location: Belgium
Guild: Whats Going On [sup]
Profession: Mo/
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8tactics(cause q7 shields are used for ra)
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Mar 14, 2012, 07:38 PM // 19:38
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#13
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Ascalonian Squire
Join Date: Dec 2011
Profession: Mo/
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The problem is that most of people in RA play the same braindead class, ele or derv, so the waiting time would be considerably raised
And instead of doing that, they'd rather put back TA and let us enjoy real pvp
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