Mar 16, 2008, 11:34 PM // 23:34
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#261
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Frost Gate Guardian
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Quote:
Originally Posted by erk
Scythe 9-41 = 25 avg damage 1.75sec attack interval.
Hammer 19-35 = 27 avg damage 1.75 sec attack interval.
I would say it had more to do with the skills being used than just the weapon.
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Guild Wars mechanics much? Sins crit a lot because of primary att and weapon mastery combined, so they hit that 41 more often. Averages mean next to nothing.
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Mar 17, 2008, 12:10 AM // 00:10
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#262
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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It's a combination of a few things, mainly the unblockability, the extremely high base damage from crit stacking and Judge's Insight, the fact that they can ignore Wearying Strike's drawback and follow it up with a massive Mystic Sweep hit, the fact that you can't really counter them with blind, and of course, the fact that they teleport.
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Mar 17, 2008, 12:28 AM // 00:28
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#263
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Forge Runner
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Quote:
Originally Posted by Riotgear
It's a combination of a few things, mainly the unblockability, the extremely high base damage from crit stacking and Judge's Insight, the fact that they can ignore Wearying Strike's drawback and follow it up with a massive Mystic Sweep hit, the fact that you can't really counter them with blind, and of course, the fact that they teleport.
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So pretty much not a single skill on their bar is "balanced" out... Just say what everyone knows, they are imba ^^
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Mar 17, 2008, 01:26 AM // 01:26
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#264
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Academy Page
Join Date: May 2006
Guild: The Best Guild In The Game [Best]
Profession: N/
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Quote:
Originally Posted by erk
Scythe 9-41 = 25 avg damage 1.75sec attack interval.
Hammer 19-35 = 27 avg damage 1.75 sec attack interval.
I would say it had more to do with the skills being used than just the weapon.
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lol
12345678
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Mar 17, 2008, 03:30 AM // 03:30
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#265
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Krytan Explorer
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Quote:
Originally Posted by Riotgear
Angorodon's Gaze just needs to be something other than a 3-energy Vamp Gaze.
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But it does about 10 more damage than Vamp gaze :P
Quote:
Originally Posted by Zuranthium
#1 change that needs to happen is teleports disabling non-Dagger attack skills.
D/A simply morphed into A/D.
~Z
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The A/D build has been around for a really long time now. Its a solid build, but its nowhere near as powerful as the split second D/A spike from last meta.
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Mar 17, 2008, 03:58 AM // 03:58
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#266
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Would it be a problem if Angorodon's Gaze caused you to lose a condition on use?
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Mar 17, 2008, 04:11 AM // 04:11
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#267
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Frost Gate Guardian
Join Date: Aug 2005
Profession: N/
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Quote:
Originally Posted by Riotgear
Would it be a problem if Angorodon's Gaze caused you to lose a condition on use?
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that's the best idea i've heard yet about angorodon's gaze. remove a condition upon use.
Jayce Of Underworld
Last edited by jayce; Mar 17, 2008 at 04:14 AM // 04:14..
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Mar 17, 2008, 04:12 AM // 04:12
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#268
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Furnace Stoker
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Quote:
Originally Posted by Riotgear
Would it be a problem if Angorodon's Gaze caused you to lose a condition on use?
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And transfered it to whoever you used it on?
Kind of like a Gaze of transfering conditions, heh.
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Mar 17, 2008, 04:22 AM // 04:22
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#269
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by DarkNecrid
And transfered it to whoever you used it on?
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No.
1234567
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Mar 17, 2008, 04:43 AM // 04:43
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#270
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Furnace Stoker
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Quote:
Originally Posted by Riotgear
No.
1234567
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I was kidding, mostly mocking the whole "transfer condition" thing thats going on with necros right now.
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Mar 17, 2008, 04:51 AM // 04:51
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#271
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Krytan Explorer
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Quote:
Originally Posted by Riotgear
Would it be a problem if Angorodon's Gaze caused you to lose a condition on use?
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Would have to totally remake the skill, as the whole point of the skill is to reward you for having a condition on you.
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Mar 17, 2008, 05:37 AM // 05:37
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#272
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by C2K
Would have to totally remake the skill, as the whole point of the skill is to reward you for having a condition on you.
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Because I deserve a reward for casting Signet of Agony.
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Mar 17, 2008, 06:07 AM // 06:07
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#273
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by C2K
Would have to totally remake the skill, as the whole point of the skill is to reward you for having a condition on you.
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Perhaps you could reduce the duration of the bleeding from Blood Drinker to 8 sec and it's health steal to 16-45 to counter the bleeding degen. The idea being you can can only get one cast of Angorodon's before you need to recast Blood Drinker, thus slowing down the frequency of spikes as well as costing more energy.
Though it wouldn't surprise me for a second if Izzy didn't just bury Angorodon's by reducing the damage and energy returned together with a longer recharge, he likes to over nerf.
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Mar 17, 2008, 08:05 AM // 08:05
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#274
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Ascalonian Squire
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Quote:
Originally Posted by Riotgear
Angorodon's Gaze just needs to be something other than a 3-energy Vamp Gaze.
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Buff vamp gaze.
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Mar 17, 2008, 08:28 AM // 08:28
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#275
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by C2K
The A/D build has been around for a really long time now. Its a solid build, but its nowhere near as powerful as the split second D/A spike from last meta.
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The A/D spike is the same speed as the D/A was (regular speed scythe attack + 3/4 follow up). The Balth Derv spike had dual enchant strips, which was huge, but the A/D is basically un-blindable and and having just one means you make room for another midline character that provides more party-wide defense.
So, it's really just as bad?
The teleporting aspect needs to be killed.
~Z
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Mar 17, 2008, 09:16 AM // 09:16
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#276
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Re:tired
Join Date: Nov 2005
Profession: W/
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It's a bit of a pain in the ass but really not that bad. Large chunks of damage that freak you out a bit but never seem quite enough to get a clean kill on an un-DP'd target. Spirit Bond > *
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Mar 17, 2008, 11:29 AM // 11:29
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#277
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Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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A character combination of assassin and dervish is overpowered? I'm shocked. All we need now it some ritualist paragon build to be buffed.
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Mar 17, 2008, 11:51 AM // 11:51
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#278
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by erk
Perhaps you could reduce the duration of the bleeding from Blood Drinker to 8 sec and it's health steal to 16-45 to counter the bleeding degen. The idea being you can can only get one cast of Angorodon's before you need to recast Blood Drinker, thus slowing down the frequency of spikes as well as costing more energy.
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You can still pop Signet of Agony for 33 seconds of bleed.
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Mar 17, 2008, 02:54 PM // 14:54
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#279
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Academy Page
Join Date: May 2006
Guild: The Best Guild In The Game [Best]
Profession: N/
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Quote:
Originally Posted by JR
It's a bit of a pain in the ass but really not that bad. Large chunks of damage that freak you out a bit but never seem quite enough to get a clean kill on an un-DP'd target. Spirit Bond > *
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im confused as to how you could possibly think that that particular spike is "not that bad"
its basically a full on caster spike with a teleporting melee that crits for 153, 166+deep wound, rodgorts, orb, shatter/eburn, and SoJ. none of the midline is interuptable besides the mesmer and the smiter, but even than the smiter is spiking with a signet.
on maps that are difficult to split on, this build is pretty nasty
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Mar 17, 2008, 03:05 PM // 15:05
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#280
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Wilds Pathfinder
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3 years later HA'ers STILL can't pre-prot worse a damn...HA = EURO SPIKE WARS!!!
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