Jan 23, 2007, 09:41 AM // 09:41
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#1
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Frost Gate Guardian
Join Date: Feb 2006
Location: Out of my mind.
Guild: The Next Best Thing [qft]
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Mystic Regeneration
Does anyone else think this skill needs toned down somewhat? Maybe a reduction in the number of pips of regen or something.
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Jan 23, 2007, 10:33 AM // 10:33
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#2
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Krytan Explorer
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Definitely. +1 regen per enchantment is enough.
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Jan 23, 2007, 10:44 AM // 10:44
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#3
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Frost Gate Guardian
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All that needs to be done to Mystic Regen is transfer it to Mysticism so that elementalists can't abuse it. Reducing it to +1 per enchantment would make it suck and noone would use it.
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Jan 23, 2007, 04:34 PM // 16:34
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#4
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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I think all this skill needs is:
- set the breakpoint for 3 regen at 10 earth prayers and the breakpoint for 4 regen to 14 earth prayers
- change the cast time to 1 second
- make the enchantment last 15 seconds instead of 20
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Jan 24, 2007, 08:55 AM // 08:55
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#5
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Desert Nomad
Join Date: Nov 2005
Location: US
Profession: R/Mo
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Let it be viable on /D's, but make them work for it. Dervish enchantments only, so you can't go stoneflesh + attune + aura of restoration + mystic regen and come out at 12 pips - you'd have 3 now.
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Jan 24, 2007, 09:35 AM // 09:35
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#6
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Increase the regen, but only apply the bonus a single time with a "while enchanted" condition. So you get some regen and some more if you're enchanted, but lose the ridiculous stacking effects.
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Jan 24, 2007, 10:29 AM // 10:29
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#7
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Wilds Pathfinder
Join Date: Oct 2006
Location: Aussieland
Guild: Prime Players Of [OSHA] ~ [dth] alliance. <3
Profession: Me/E
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something like ~
Mystic Regeneration (attribute: MYSTICISM)
Description: for 5-20 seconds, while you are enchanted, you gain 1..5 health regeneration.
1 Extra pip of regen would only occur every 3 levels of mysticism. Effects dont stack, and cant be abused my elementalists.
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Jan 25, 2007, 04:00 AM // 04:00
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#8
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Quote:
Originally Posted by Pwny Ride
something like ~
Mystic Regeneration (attribute: MYSTICISM)
Description: for 5-20 seconds, while you are enchanted, you gain 1..5 health regeneration.
1 Extra pip of regen would only occur every 3 levels of mysticism. Effects dont stack, and cant be abused my elementalists.
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Healing Breeze.
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Jan 29, 2007, 07:37 PM // 19:37
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#9
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Wilds Pathfinder
Join Date: Nov 2005
Location: Baltimore, Maryland
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Quote:
Originally Posted by tehlemming
Healing Breeze.
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With better duration. lol
It only needs moved to the mysticism line... and the elementalists need their armor buffs reduced. atm they can push nearly 170al. Why. at that point it is a greiving build designed to occupy you.
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Jan 29, 2007, 09:44 PM // 21:44
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#10
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Forge Runner
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IMO, either make it
For 20 sec, you gain 1...2..3 health regen and an additional 2...4..5 health regen if you are enchanted.
or just leave it the same and put another clause on the end that states:
Maximum of 1...8..10 or something.
And yes you should leave it in earth. I would like it to be viable but not rediculously so on X/Ds.
And who cares if it's trouble in a griefing build? WTB interrupts, disruptiong, KDs, and enchant removal?
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Jan 29, 2007, 09:59 PM // 21:59
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#11
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Wilds Pathfinder
Join Date: Nov 2005
Location: Baltimore, Maryland
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one word............Yawn......
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Jan 29, 2007, 11:01 PM // 23:01
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#12
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Wilds Pathfinder
Join Date: Mar 2006
Location: Quebec
Guild: Pretty much stopped
Profession: Rt/
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I'd just like to point out to those asking to put it in Mysticism how ridiculous it would actually be on Dervish primary there. At least atm it requires some investment in Earth (usually 8, which is somewhat significant, for a Dervish anyway), but put it in Mysticism and you'd have Avatar of Melandru and Avatar of Grenth with Mystic Regen... no plz.
And for those just adding a clause 'if you,re enchanted, X'... notice that Mystic Regen IS an enchant. If you have Mystic Regen, you ARE enchanted. It should at least be 'if you have 2 or more enchantments'.
Personally, i'd put it like this:
10/1/10, 20s duration
For every enchantment on you, you gain 1..3..4 health regen (max 5..10..11).
This way, it's interruptable, if it's stripped it has a longer recharge, and there is a MAX to the regen. Meaning that degen at least lowers it.
Another option i'd see is similar to what other proposed. Something like 'you gain 1..5..6 health regen. If you have 2 or more enchantments, you gain an additional 1..3..4 health regen'. So that at high earth you can have max regen with 2 enchants, but at mid earth it's around 7-8 regen no matter how many you have.
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Jan 30, 2007, 04:27 AM // 04:27
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#13
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Wilds Pathfinder
Join Date: Nov 2005
Location: Baltimore, Maryland
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moving this to mysticism would be the best recourse of action as atm it is being expoited by elementalist to stay alive spamming stone daggers.
True it can be shattered, true it can be interupted but all in all E/D tanks are weak dmg dealers and annoying. You get in this build if you want to agervate someone. The dervish actually utilizes this skill.
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Jan 30, 2007, 09:28 AM // 09:28
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#14
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Forge Runner
Join Date: Jun 2005
Profession: W/
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moving it to mystisicm would result in even stronger dervish avatars, not the smartest of idea's tbh ...
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Jan 30, 2007, 05:05 PM // 17:05
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#15
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Wilds Pathfinder
Join Date: Mar 2006
Location: Quebec
Guild: Pretty much stopped
Profession: Rt/
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Quote:
Originally Posted by Saider maul
moving this to mysticism would be the best recourse of action as atm it is being expoited by elementalist to stay alive spamming stone daggers.
True it can be shattered, true it can be interupted but all in all E/D tanks are weak dmg dealers and annoying. You get in this build if you want to agervate someone. The dervish actually utilizes this skill.
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So basically what you're saying is that it's worth changing the skill to nerf a build that does nothing but griefing in RA but has no impact anywhere else even if it means that the change will actually include an overpowered skill in GvG, HA, etc?
What a nice line of thoughts. Personally i consider that maintaining balance in GvG, HA, and to some extent TA is more important than griefers in RA. A 55 monk can also make some games absolutely impossible to win in RA. Someone with Vamp Gaze would kill him straight though. Just like someone with any mass enchant removal would make that Ele a liability. You might not have any of those skills in your 4 men setup, but guess what, it's RA. You could also have 3 leavers in your team or face 4 monks. RA will never be balanced simply because it's random in a team based game.
I agree that there should be a change to Mystic Regen, but making it so that it's insane on Dervishes but unusable on others doesn't seem like the way to go. It's not like Dervishes are underpowered atm.
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Jan 30, 2007, 07:42 PM // 19:42
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#16
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Wilds Pathfinder
Join Date: Nov 2005
Location: Baltimore, Maryland
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what in HA or GvG uses mystic regeneration aside from an Dervish?
Elementalists dont. Most are running scythe and only have 12 in mysticism so change the pips to break at 13 to +4pip. problem solved.
LoL i hear you on the dervish. They could use a slight addressing. mage bombs heal to strongly and scythe has issues with the avatars, primarily Grenth and Dwayna. Lyssa could also use its dmg bonus reduced. crit hits for 190-200dmg is out of balance.
Last edited by Saider maul; Jan 30, 2007 at 07:48 PM // 19:48..
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Jan 30, 2007, 08:04 PM // 20:04
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#17
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Wilds Pathfinder
Join Date: Mar 2006
Location: Quebec
Guild: Pretty much stopped
Profession: Rt/
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Quote:
Originally Posted by Saider maul
what in HA or GvG uses mystic regeneration aside from an Dervish?
Elementalists dont. Most are running scythe and only have 12 in mysticism so change the pips to break at 13 to +4pip. problem solved.
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It's already +4 at 13. And nothing in HA/GvG is really using Mystic Regen much afaik (well i think i saw a few warders with it, but most want AEcho for Sandstorm). But the reason they don't use it is because it's in Earth, and Dervish don't want to pour points in Earth they want to pour points in Wind (Harrier's Grasp, Featherfoot), Scythe and Mysticism. If it was in Mysticism, then you'd have Dervish running around crippling at max degen with max scythe mastery... no thx.
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Jan 30, 2007, 09:50 PM // 21:50
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#18
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Desert Nomad
Join Date: Feb 2006
Location: the 7th level of HELL! J/K Somewhere in GW assassinating things
Guild: [acid]members of the KAWS alliance
Profession: A/
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Bring a necro with a crap load of degen to rail into a dervish with degen while a warrior rages in his face, GG. Also, you have to think that in order for a dervish to effectively use regen they must bring enchantments out of their ears, so they can completely counter degen and such, making it to where they cannot use any decent attacks. I would not mind moving the skill to mysticism, but capping the regen or setting it to 2 per enchant is just ridiculous. This skill is the one thing that can really make a dervish viable, since sig of pious light and vital boon can easily be screwed when someone strips vital boon fast enough. Mystic regen can still be outdegened and stripped, so don't nerf it if it doesn't need it. If you absolutely must nerf it, then move it to mysticism.
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Feb 10, 2007, 08:24 PM // 20:24
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#19
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Ascalonian Squire
Join Date: Dec 2006
Guild: LoK
Profession: W/Mo
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move it to mysticism
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Feb 12, 2007, 10:58 AM // 10:58
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#20
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Why does everyone speak of abuse of the skill by eles? Not every ele using that skill is a geo-tank. It's buffed aura of resto for eles, and since aura of resto sucks monkey balls it isn't that bad ImO. In Any PvP apart from AB I'm not even gonna bother taking it, since there will be a monk around anyway, and in PvE it's not necessary because good positioning saves me lots of damage already. Are there any forms of high level PvP where it's abused? if so please speak, but I think it isn't worth taking.
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