Aug 29, 2007, 06:55 PM // 18:55
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#81
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Jungle Guide
Join Date: Feb 2006
Location: London
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Quote:
Originally Posted by moriz
actually, most top guilds don't even run cripshots, so your statement is hard to back up.
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Actually, lots of top teams run cripshot. Its basically CS, BA and occasionally Escape. These crip bars are generally BA bars with CS instead of BA and there isn't a screaming or hunters on any of these bars. Occasionally a blackout version is seen.
Its a possible to drop a sig for it, thats true.
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Aug 30, 2007, 01:42 AM // 01:42
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#82
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Jungle Guide
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Energy blast - now you really can fire your lazer.
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Aug 30, 2007, 12:35 PM // 12:35
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#83
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Academy Page
Join Date: Feb 2007
Guild: [GN]
Profession: E/
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Ouch:
triple nerfed
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Aug 30, 2007, 01:11 PM // 13:11
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#84
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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this is harsh...back to call of haste
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Aug 30, 2007, 06:24 PM // 18:24
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#85
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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 Ekelon
Feral Aggression is WAY too overpowered. I don't think very many people would like to see R/P's dominating the meta again (I hate R/P's for how strong they are already).
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Perhaps Tiger's Fury should be made melee-only. That way Feral Aggression can be left un-nerfed and simply replace Tiger's Fury for a R/P character.
Quote:
Originally Posted by TheOneMephisto
None of the life sac skills are really that interesting.
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True, but I still see no reason why the bad Blood lifetaps shouldn't be buffed up. It's not going to be a GvG character, but at least it creates a viable template for other realms of PvP instead of the skills being absolutely bad/mediocore everywhere...
~Z
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Aug 30, 2007, 09:54 PM // 21:54
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#86
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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What? Tiger's fury for Melee only? Sorry, but that's the most effing retarded thing I've ever heard. Even worse than putting a 1% sac on some skills to make them work with Masochism. What is the point of having tiger's fury on a ranger if you can't use it with a bow? That's like having a warrior skill that you can only use with a bow, or a monk that destroys the health of its party members.
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Aug 30, 2007, 10:34 PM // 22:34
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#87
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Forge Runner
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Quote:
Originally Posted by Zuranthium
True, but I still see no reason why the bad Blood lifetaps shouldn't be buffed up. It's not going to be a GvG character, but at least it creates a viable template for other realms of PvP instead of the skills being absolutely bad/mediocore everywhere...
~Z
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TBH, I really don't care about some not-interesting, not-versatile, random character that doesn't really fulfill any useful roles better than existing characters being viable anywhere. Gimme a new, good, versatile template over that any day, or even just a new, good, versatile skill would be preferable to that.
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Aug 31, 2007, 02:49 AM // 02:49
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#88
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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 Bankai
What? Tiger's fury for Melee only? Sorry, but that's the most effing retarded thing I've ever heard. Even worse than putting a 1% sac on some skills to make them work with Masochism. What is the point of having tiger's fury on a ranger if you can't use it with a bow? That's like having a warrior skill that you can only use with a bow, or a monk that destroys the health of its party members.
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I've never seen a (good) Bow Ranger template use Tiger's Fury.
Aside from that, some skills simply require a specific secondary class to be used (Ritualists have Spirit's Strength and Sight Beyond Sight, neither of which are useful without taking some sort of physical secondary class) or are better used on a different primary class (no Monk should ever use Healing Breeze, for example). There's nothing wrong with that. Guildwars has a dual-class character design.
Quote:
Originally Posted by TheOneMephisto
TBH, I really don't care about some not-interesting, not-versatile, random character that doesn't really fulfill any useful roles better than existing characters being viable anywhere. Gimme a new, good, versatile template over that any day, or even just a new, good, versatile skill would be preferable to that.
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Although you don't care, it doesn't hurt to make the skills non-sucky and useful somewhere (even if that may end up just being RA). The "No Skill Left Behind Act", if you will.
Beyond that, I DO believe that some of these skills could possibly be incorporated into a lifesac Blood Necro that is useful for a balanced GvG team. The line does need some kind of good versatile skill, as you mention, to make it happen. Right now there is Masochism for e-management, a buffed Wail of Doom would provide some defense (and can double as a plain interrupt), Blood Ritual is a pretty good aid for Monks to mitigate pressure better, Blood of the Aggressor and Dark Pact with small buffs gives the character efficient pressure and an alright spike-assist, Draw Condi and Rez Sig are pretty obvious....we still need something else. Unfortunately, the Blood line doesn't HAVE anything else to offer that makes this character worthwhile enough. Strip Enchantment could possibly fill the role with a significant buff, like cutting the recharge in half. That would give the character a way to regain some of health he's losing from the sac skills and a quick recharging enchant removal is obviously useful.
~Z
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Aug 31, 2007, 03:28 PM // 15:28
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#89
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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Now that Feral Aggression is dead (it didn't get nerfed, it got obliterated), I've been looking at others. Energetic was Lisa is tempting for a pure Resto Rit. 6 pips of energy and a bonus when the spell ends sounds pretty good for fueling weapon spells. I can see Empowerment aiding this spell. Maybe Spawning Power won't suck so much anymore. Rt/Me with Expel, a spirit or two and the typical heals could be a force.
On the opposite end, I think Holy Spear could be a really good counter for Rits in 4v4 if someone is willing to take Paragon primary or secondary. Two instances of this skill on a team would punish Rits dearly (P/W with FGJ could target just spirits, spam this like no tomorrow, and laugh at the yellow numbers). At only 4 adrenaline it could be fast fuel to take out spirit shitters/campers. I like the AOE burning. I fully expect to see this get nerfed to 6 adrenaline if enough Paragons or pack hunters start using it. Ugh, the irony of Rits begging for a nerf would likely kill me.
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Aug 31, 2007, 05:07 PM // 17:07
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#90
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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 Zuranthium
Beyond that, I DO believe that some of these skills could possibly be incorporated into a lifesac Blood Necro that is useful for a balanced GvG team. The line does need some kind of good versatile skill, as you mention, to make it happen. Right now there is Masochism for e-management, a buffed Wail of Doom would provide some defense (and can double as a plain interrupt), Blood Ritual is a pretty good aid for Monks to mitigate pressure better, Blood of the Aggressor and Dark Pact with small buffs gives the character efficient pressure and an alright spike-assist, Draw Condi and Rez Sig are pretty obvious....we still need something else. Unfortunately, the Blood line doesn't HAVE anything else to offer that makes this character worthwhile enough. Strip Enchantment could possibly fill the role with a significant buff, like cutting the recharge in half. That would give the character a way to regain some of health he's losing from the sac skills and a quick recharging enchant removal is obviously useful.
~Z
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Mark of Subversion is actually pretty good. It's one of the deadliest hexes you can ever throw on a monk that gets spiked cause they can't save themselves. Shame is harsh too, but at least they don't spike themselves on top when their spell fails.
And Feral Aggression's TRIPLE nerf is kinda damn lame. It was the one skill that actually made 'true' Beastmasters decent. And i wouldn't say overpowered, cause BM still takes an insane amount of skill slots (to have a decent BM bar with a Rez Sig in it is nearly impossible) and you rely on a pet which isn't always the best thing. Had fun with it in the preview weekend i guess, but now it's just not so interesting anymore.
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Aug 31, 2007, 06:05 PM // 18:05
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#91
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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 Patccmoi
Mark of Subversion is actually pretty good. It's one of the deadliest hexes you can ever throw on a monk that gets spiked cause they can't save themselves. Shame is harsh too, but at least they don't spike themselves on top when their spell fails.
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Mark is totally inferior to Shame. Gaining up to 13 energy is way more useful than gaining 87 health and often a Monk won't be able to save themselves from a spike when Shamed either because their energy is drained and then they're dead by the time they swap to a higher energy set. Plus Shame simply has more synergy...there are loads of Mesmer abilities that it interacts favorably with but no spells in the Blood line that make Mark more attractive.
I definitely want to see Strip Enchantment get buffed to a 10 sec recharge. ALL of the enchantment removal spells in the Curses line have been improved but Strip has been sitting there looking crappy for the longest time.
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Quote:
Originally Posted by kvndoom
Energetic was Lisa is tempting for a pure Resto Rit.
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It's actually pretty bad. You only gain a net of 8 energy over the course of it's duration, the 2 second cast makes it pretty interruptable, and it doesn't interact favorably with Soothing Memories since it isn't constantly maintainable. Then there is the fact that item spells automatically have the big drawback of withholding your equipment from you anyway. Spawning Power seriously needs to give Rits +health and energy when holding an item.
~Z
Last edited by Zuranthium; Aug 31, 2007 at 06:28 PM // 18:28..
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Sep 01, 2007, 04:10 PM // 16:10
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#92
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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I haven't been able to log in for a month, but is there anything really solid that a gvg frontliner would need EotN for?
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Sep 01, 2007, 04:12 PM // 16:12
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#93
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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 Greedy Gus
I haven't been able to log in for a month, but is there anything really solid that a gvg frontliner would need EotN for?
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Grapple + IMTDT is probably going to be pretty solid. If not just Grapple.
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Sep 02, 2007, 04:19 PM // 16:19
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#94
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Sounds pretty doubtful, I surely wouldn't waste two slots on that combo for a standard robust warrior.
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Sep 02, 2007, 06:34 PM // 18:34
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#95
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: team love [kiSu]
Profession: W/
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Shell Shock, wat were they thinking, at 12air cracked armor stays up for 17 seconds, the recharge is 10 seconds and only costs 5 energy, that means u can
keep it up on 2 people almost all the time, squishy wars, YAY!!!!.... better not frenzy, ever...
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Sep 04, 2007, 12:59 PM // 12:59
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#96
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Wilds Pathfinder
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Lol, all those gwen skills are going to be nerfed to hell if they find there way to the meta. If players were smart they wouldn't bother making gvg/ha builds with gwen skills.
The blood necro, the markmanship ranger...RA builds that will stay in RA....gwen seemed to be design to add nothing...
f my previous statement I just looked over the 4 new necro hex's...gvg is going to be sooooooooooooooooooooooooooooooooo fun.
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Sep 06, 2007, 08:42 PM // 20:42
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#97
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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 Riotgear
Grapple + IMTDT is probably going to be pretty solid. If not just Grapple.
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Grapple on Warrior with Brace Yourself! on a midline Paragon is solid. Grapple + IMTDT costs 10E to use and you're knocked on top. It's not that hot overall. Energy on warrior is tight enough, could find a better use of it.
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Sep 07, 2007, 07:46 PM // 19:46
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#98
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Forge Runner
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Quote:
Originally Posted by Patccmoi
Grapple on Warrior with Brace Yourself! on a midline Paragon is solid. Grapple + IMTDT costs 10E to use and you're knocked on top. It's not that hot overall. Energy on warrior is tight enough, could find a better use of it.
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Not to mention skill slots. On every warrior I want to take at least eviscerate, executioner's strike, agonizing chop, distracting blow, bull's strike, healing signet, mending touch, shock, conjure lightning, frenzy, sprint, enraging charge, for great justice and a resurrection signet. I really don't know what I would drop for grapple+IMTDT
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Sep 07, 2007, 09:18 PM // 21:18
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#99
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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 Thomas.knbk
Not to mention skill slots. On every warrior I want to take at least eviscerate, executioner's strike, agonizing chop, distracting blow, bull's strike, healing signet, mending touch, shock, conjure lightning, frenzy, sprint, enraging charge, for great justice and a resurrection signet. I really don't know what I would drop for grapple+IMTDT
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You wouldn't want that combo for an Axe bar anyway. It's for a Hammer bar to create super-long KD chains.
~Z
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Sep 08, 2007, 03:58 AM // 03:58
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#100
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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and what will you give up in your hammer bar? more importantly, why would you want to, when a single shock can do the job of grapple+IMTDT?
no matter what, running the crapple combo will make the warrior less useful.
anyways, the GW:EN skills are actually fairly decent: at the moment, nothing ridiculously overpowered has come out in the metagame. the skills themselves can complement existing builds, giving those builds more options without overpowering them. at least for the moment anyways.
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