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Old Apr 05, 2007, 02:20 PM // 14:20   #1
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Default upcoming change in soul reaping

Quote:
Originally Posted by Gaile Grey
Soul Reaping: now only provides Energy at a maximum rate of once every 5 seconds.
Soul Reaping's synergy with Spirits and minions opened up a lot of builds that simply never ran out of power. Spirits still provide half Energy, and with Soul Reaping's Energy gain limited, a player death will now provide more net Energy, which we believe will help Soul Reaping get closer to its intended function.
With 14 soul reaping you will only be able to get 7 energy every 5 seconds from spirits, or 4.2 pips. I think it's a good change, because they finally put some sort of cap on this obviously broken mechanic. I would've preferred a cap in the form of turning SR into energy regeneration (+3 for one second for every rank in soul reaping you have), but this is good as well.
There is already a thread about this in the riverside, but that's more about pve. (MM's got nerfed HARD). I'd like to see what you think about how it will affect pvp.

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Old Apr 05, 2007, 02:33 PM // 14:33   #2
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I like the change because it shows a subtlety that A.net rarely applies. Soul reaping is now useful if you have a few spirits in a supporting capacity for your build-however the retarded mass spirit wall builds no longer feed you infinite energy.

I don't mind being able to exploit SR to some extent, afterall getting some energy randomly every few minutes is not terribly useful-but at least this way people can't abuse it horribly.
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Old Apr 05, 2007, 03:51 PM // 15:51   #3
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if you have 14 SR, do you get 14 every 5 seconds or if a spirit happen to die, you get 7 and then nothing for 5 seconds?
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Old Apr 05, 2007, 04:46 PM // 16:46   #4
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Quote:
Originally Posted by Turbobusa
if you have 14 SR, do you get 14 every 5 seconds or if a spirit happen to die, you get 7 and then nothing for 5 seconds?
If a spirit dies, you will get 7 energy and nothing for 5 seconds. If a player dies, you will get 14 energy and nothing for 5 seconds.
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Old Apr 05, 2007, 05:12 PM // 17:12   #5
rii
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Wait and see. If you can sync your spirits just right then 4.2 pips is better than most energy management (for most of/whole of team as well). However, I've got the feeling most people will just not bother and run paragon ball or whatever the nearest 'gimmick' is at this moment.

Anet haven't fixed everything and I suspect whilst mass necros/spirits hasn't been driven into the ground face first everyone will just jump ship to something else. Nice change though.
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Old Apr 06, 2007, 11:43 PM // 23:43   #6
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I like the change from a PvP stand point, I guested today and fought one of those SR machines and we were able to crack them much easier than before this update was released.
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Old Apr 07, 2007, 06:03 AM // 06:03   #7
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PvEer here. Just thought I'd take a peak to see how the other half lives.

I can see how, in PvP, this would be a preferred change to the no energy from spirits option - because this type of environment allows management of things like spirit timing, as pointed out by rii.

PvE PoV - feel free to ignore. =)
The OP indicated that PvE MMs got nerfed hard by this, but a PvE MM can actually exert some control over when minions die (delecate timin gof BotM), not unlike the idea presented by rii's spirits. It's actually the non-MM PvE builds that will suffer most from this change. They rely on random deaths, and might be waiting as much as 10 15 or even 20 seconds for an energy boost that at one time would fill their reserve, but will now allow them to follow up with just the one spell.
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