Jul 22, 2007, 02:11 PM // 14:11
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#61
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Most of these skills are pretty bad and won't see play or are more for pve. I like some interesting stuff like cracked armor & atrophy, and the extra options skills like frenzy/pulverizing instead of flail/crushing are good. Clearly the first few weeks (month?) are going to be the standard open beta test, hope not too many ATs get cheesed by it.
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Jul 22, 2007, 03:28 PM // 15:28
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#62
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by Living Parasite
*Pulverising Smash-While I like the idea of low adrenaline hammer attacks, I don't like them in the form of ones easily capable of spiking...
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The only hammer KD you can combine this with are elites. Even if you have someone spamming gale for you, its much weaker than wearying strike spam, the skill doesn't even have any bonus damage. I could see this being fun on a linebacker though.
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*Feral Aggression-This makes pets, really, really scary. Doesn't take much BM to run it effectively and dishes real damage.
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I'd love to see pets without RaO, which already gives them 33% IAS.
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*Sloth Hunter's Shot-Too much damage. Way too much. This is gimmickly good. Combos excellently with blackout and its cousins.
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In rspike, dual is still better. If it's not Rspike, it's not like the damage matters. (Bows actually hurting, what a novel concept!) You might fit it in eurospike except a mesmer is still better and spikes for more in that slot.
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*Defile Defenses-Dang. A skill that potentially deals 120 every 5 seconds for 5 energy. While this does bring some bang to the Curses line, its too much bang.
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Maybe, but it's hard not to chuckle at things that hit aegis/wards.
It goes from 25 to 20 energy, I don't see the big deal. You still need EW to make OoA manageable. It would make OoP spam better but we'd still be lucky if it made that relevant again in PvP let alone imba.
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*Power Lock-Wow. Decrease disabling time b/c atm it is a D-shot in a better profession that is unblockable.
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Hey maybe games will end before VoD! No that's too much to ask I suppose... scary under MoR anyway.
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*Radiant Scythe-This and Expert's Dexterity is 41 damage every 3 seconds. Don't hit me with this.
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On a ranger, whose not running RaO?
Anyway mostly I agree with you, these are just nitpicks. Theres a few nutzo skills, a bunch of decent ones, and a whole lot of crap. Many of the reactions here are silly.
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Jul 22, 2007, 03:54 PM // 15:54
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#63
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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Spear Swipe looks really broken to me, maybe I'm overreacting. Also given the hex spam builds we see and the meta with Aegis/Defensive Anthem, Defile Defenses looks like it'd hurt given it's low recharge time, but maybe I'm overreacting.
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Jul 22, 2007, 05:27 PM // 17:27
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#64
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by FoxBat
It goes from 25 to 20 energy, I don't see the big deal. You still need EW to make OoA manageable. It would make OoP spam better but we'd still be lucky if it made that relevant again in PvP let alone imba.
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Not all. It gives you energy EACH time you sac life. Each time an enchantment is removed by OoA you sac life. Say your party removes 3 enchantments during OoA's duration you just gained 15 energy back. Now it cost you 10.
Its going to be main line for spike builds to cut through all the prot enchantments.
Its going to be like the return of Grenth dervishes. All you have to do is train 1 target to death because the prot will be removed as fast as its cast.
Quote:
Originally Posted by ZenRgy
Also given the hex spam builds we see and the meta with Aegis/Defensive Anthem, Defile Defenses looks like it'd hurt given it's low recharge time, but maybe I'm overreacting.
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The recharge is what makes it balanced imo. Most block skills do not last for more than a few seconds. Even aegis last for 10 and that's pushing it. You can chain aegis yes. Since the recharge is 5 and it only hits off of 1 block I think its fine. I doesn't seem likely you'll be able to cast it 2 times with in the duration of 1 block skill.
Adding multiples copies may help output the dmg. I don't know if that would be too good considering you can't stack them. It looks good on paper but we'll see how it plays in the field.
Last edited by twicky_kid; Jul 22, 2007 at 05:32 PM // 17:32..
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Jul 22, 2007, 06:50 PM // 18:50
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#65
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Ascalonian Squire
Join Date: Jan 2006
Location: U.S.
Guild: Buttermilk Biscuits[Yum]
Profession: R/
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Quote:
Originally Posted by twicky_kid
Not all. It gives you energy EACH time you sac life. Each time an enchantment is removed by OoA you sac life. Say your party removes 3 enchantments during OoA's duration you just gained 15 energy back. Now it cost you 10.
I
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Elite Enchantment Spell. For 5 seconds, whenever a party member hits a foe with physical damage, that foe loses one Enchantment. For each Monk Enchantment removed, you lose 25...17...15% maximum Health.
The skill description for OaA doesn't say anything about sacing life as apposed to skills like OoP and BiP which actually have the word sacrifice in their skill description.
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Jul 22, 2007, 07:22 PM // 19:22
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#66
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Krytan Explorer
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The health loss from meeting the conditions of Order of Apostasy/Undeath is not sacrifice, it's health loss. Except for Contagion and Cultists Fervor, sacrifice is always directly triggered.
The combination of Contagion, Masochism and Draw Conditions seems like it could be a big energy vehicle, though you gotta figure out what you're doing with the rest of the bar.
Last edited by swordfisher; Jul 22, 2007 at 07:24 PM // 19:24..
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Jul 22, 2007, 08:35 PM // 20:35
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#67
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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 swordfisher
The health loss from meeting the conditions of Order of Apostasy/Undeath is not sacrifice, it's health loss. Except for Contagion and Cultists Fervor, sacrifice is always directly triggered.
The combination of Contagion, Masochism and Draw Conditions seems like it could be a big energy vehicle, though you gotta figure out what you're doing with the rest of the bar.
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Problem of course is that Contagion's in Death, Masochism's in Soul Reaping, Angorodon's Gaze and Foul Feast are in Blood, and most of the profession's good non-elites are in Curses, so I'm not really sure you could make a good bar out of that even if you wanted to.
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Jul 22, 2007, 08:56 PM // 20:56
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#68
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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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OOA triggers dark aura, it is sacrifice. just tested.
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Jul 22, 2007, 09:14 PM // 21:14
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#69
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Turbobusa
OOA triggers dark aura, it is sacrifice. just tested.
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Always keep in mind that skill descriptions do not always suggest the game mechanics of the skill.
Any time you see lose xx% of maximum health it will be a sac skill even if its not in the skill description.
Dark fury is going to be fun too. Don't even need points into blood to make it work.
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Jul 22, 2007, 10:47 PM // 22:47
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#70
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Frost Gate Guardian
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Just tested how weakness works on skills that are currently being activated and it does affect the skill being activated. Tested it with Enfeeble and Lightning Orb. If Atrophy works the same way, it should affect skills that are currently being activated.
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Jul 22, 2007, 11:18 PM // 23:18
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#71
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Krytan Explorer
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So Order of Apostasy does trigger the sacrifice clause, while Undeath does not. Fueled by Masochism, I could see that getting very ugly. I'd like to see OoA altered and made to work as life loss, as it's got the potential to really sway the metagame away from enchantments.
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Jul 23, 2007, 12:28 AM // 00:28
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#72
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Living Parasite
Just tested how weakness works on skills that are currently being activated and it does affect the skill being activated. Tested it with Enfeeble and Lightning Orb. If Atrophy works the same way, it should affect skills that are currently being activated.
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Atrophy is going to really hurt monks, ele, paragons, dervish, and necros. Don't see much affect on the other classes. Its going to hurt monks most of all. Keep in mind that about 1/3 of a monks healing is DF.
With its short duration and long recharge I think its balanced as is.
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Jul 23, 2007, 12:41 AM // 00:41
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#73
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Frost Gate Guardian
Join Date: Aug 2006
Guild: The Nights Watch [Crow]
Profession: Mo/
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Give Disarm a 50% chance to fail below a certain swords requirement, such as 9ish. All sword wars run high swords in PvP, anyways... It would allow wars to still use it effectively but keep it off caster bars.
Also, it'd make a bit of logic, too. You'd have to be skilled with your weapon in order to disarm your opponent, no? :P
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Jul 23, 2007, 02:48 AM // 02:48
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#74
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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 twicky_kid
Atrophy is going to really hurt monks, ele, paragons, dervish, and necros. Don't see much affect on the other classes.
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Uh, use it on a ranger and their skills cost 2.5x as much.
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Jul 23, 2007, 05:41 AM // 05:41
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#75
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Riotgear
Uh, use it on a ranger and their skills cost 2.5x as much.
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Maybe so but I think it the same as a diversion. You really don't want to do anything during that 6 seconds. Don't see a lot of rangers using skills from their primary attribute either.
Monks, para, and derv use quite a number of skills from their primary attribute which is why it would hurt them more than other classes.
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Jul 23, 2007, 06:32 AM // 06:32
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#76
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Frost Gate Guardian
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Monks, Paras, and Dervs, usually have 1-2 skills from their primary attibute. Expertise is MANDATORY for Rangers. Burning Arrow needs to cost 4 Energy, not 10 energy.
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Jul 23, 2007, 06:32 AM // 06:32
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#77
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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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Every skill a ranger uses may as well be from their primary attribute. :P
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Jul 23, 2007, 07:11 AM // 07:11
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#78
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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Atrophy will mainly pwn Assassins, Dervs, Monks, Necro's , para's and rangers since all of them rely on their primary to be of any use ( anyone who thinks it wont kill rangers has never played as a ranger. )
Ritualist's and Ele's will be crippled, but can manage ( unless the player playing as the ele is horrible at e management... )
Mesmers and warriors ....pffttt.
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Jul 23, 2007, 07:23 AM // 07:23
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#79
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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Quote:
Originally Posted by Riotgear
Uh, use it on a ranger and their skills cost 2.5x as much.
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THE BANE OF TOUCHERS!
=D
Last edited by urania; Jul 23, 2007 at 07:31 AM // 07:31..
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Jul 23, 2007, 09:36 AM // 09:36
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#80
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Power Lock has me hard and wet at the same time.
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