Feb 16, 2007, 03:13 AM // 03:13
|
#1
|
Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
|
Plague Sending
Why don't Touch Rangers use this over Touch? It doesn't seem to make sense to me when many people just Cripple a touchie and run away. Most touchies are already accustomed to saccing with OoB. So can anyone give me a valid reason why an Touch Ranger uses this over touch? Besides the occasional Water/Earth hex, a Touch Ranger cannot be as easily kited from.
|
|
|
Feb 16, 2007, 03:45 AM // 03:45
|
#2
|
has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
|
Touch ranger bars are already low on energy, most need OOB for any sort of sustained confrontation. Plague sending is 10 energy and isn't reduced by expertise, which means instant energy depletion.
Most questions of why touch rangers do things don't have good answers anyway, because touch rangers in general are dumb.
|
|
|
Feb 16, 2007, 03:57 AM // 03:57
|
#3
|
Krytan Explorer
Join Date: Nov 2006
Location: H-Town
Guild: The Battle Bakery [vPie]
Profession: N/
|
Close plz. damn character limit
|
|
|
Feb 16, 2007, 04:03 AM // 04:03
|
#4
|
Wilds Pathfinder
Join Date: Apr 2006
Profession: Mo/
|
as riotgear said, its all about the energy. plague touch costs 2 energy with expertise while plague sending is 10. the toucher has very little room to be wasting energy.
this helps you spot the really dumb touches (no, not all touches are stupid, just like 93% of them), like the ones that think vamp gaze is a good way to take care of enemies that run.
|
|
|
Feb 16, 2007, 05:18 AM // 05:18
|
#5
|
Wilds Pathfinder
Join Date: Mar 2006
Location: Quebec
Guild: Pretty much stopped
Profession: Rt/
|
This isn't really a discussion about the skill but more about the Touch Ranger build... think you should take that to the Ranger forums.
You've already been answered anyway
|
|
|
Feb 16, 2007, 05:44 PM // 17:44
|
#6
|
No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
|
Rather than close this thread, I'd prefer to just steer it in a different direction. This skill needs a buff to be playable. Here's what I'm thinking for the skill:
10e, 1c, 10r. Sacrifice 15% maximum Health. Transfer all negative conditions and their remaining durations from yourself to target foe.
Basically, change the skill to transfer all negative conditions to target foe. Remove the adjacent AoE condition. Increase the health sac by an additional 5%. Double the recharge.
Now, this would make for a skill I would actually consider using on a N/Mo with draw conditions
__________________
Team Arena Moderator
Said the joker to the thief.
|
|
|
Feb 16, 2007, 06:13 PM // 18:13
|
#7
|
Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
|
And plaque signet stays as elite just because it doesn't have the 15% sacrifice?
If the none elite can do the same with a penalty of just 15% im not so sure i would take the elite over the none elite.
Now if they were to switch them around, meaning that Plague Sending gets your description and plague signet gets what it is now + the AOE (maybe even with a small increase in recharge )then ok i can be happy
|
|
|
Feb 16, 2007, 06:17 PM // 18:17
|
#8
|
No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
|
Quote:
Originally Posted by Xenex Xclame
And plaque signet stays as elite just because it doesn't have the 15% sacrifice?
If the none elite can do the same with a penalty of just 15% im not so sure i would take the elite over the none elite.
Now if they were to switch them around, meaning that Plague Sending gets your description and plague signet gets what it is now + the AOE (maybe even with a small increase in recharge )then ok i can be happy
|
Plauge signet is one of the worst elites in the game. It's disgusting that everytime you roll a PvP necro that this is piece of garbage is, by default, sitting on your bar. I don't see any amount of buffing that can help plauge signet other than making it non-elite.
__________________
Team Arena Moderator
Said the joker to the thief.
|
|
|
Feb 16, 2007, 10:26 PM // 22:26
|
#9
|
Frost Gate Guardian
Join Date: Jun 2005
Guild: looking for a guild
|
Quote:
Originally Posted by Divineshadows
Plauge signet is one of the worst elites in the game. It's disgusting that everytime you roll a PvP necro that this is piece of garbage is, by default, sitting on your bar. I don't see any amount of buffing that can help plauge signet other than making it non-elite.
|
Giving necros a solid skill with a self-daze side effect might.
|
|
|
Feb 16, 2007, 11:44 PM // 23:44
|
#10
|
has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
|
Quote:
Originally Posted by Divineshadows
I don't see any amount of buffing that can help plauge signet other than making it non-elite.
|
1/4 sec cast and a 5-sec recharge.
|
|
|
Feb 17, 2007, 07:30 AM // 07:30
|
#11
|
Re:tired
Join Date: Nov 2005
Profession: W/
|
The effect is what you need to look at with plague signet. No changing of Recharge or cast is going to make it attractive as anything other than an elite Mending Touch for a ganker.
1s Cast, 8s Recharge
Transfer all conditions onto target foe and all foes in the area. Conditions transferred this way take 30...80% longer to expire.
That makes it somewhat interesting on a guy with Draw.
|
|
|
Feb 17, 2007, 07:44 AM // 07:44
|
#12
|
Ascalonian Squire
|
Quote:
Originally Posted by JR
The effect is what you need to look at with plague signet. No changing of Recharge or cast is going to make it attractive as anything other than an elite Mending Touch for a ganker.
1s Cast, 8s Recharge
Transfer all conditions onto target foe and all foes in the area. Conditions transferred this way take 30...80% longer to expire.
That makes it somewhat interesting on a guy with Draw.
|
I like the idea, but if we start taking this in an AoE direction then Contagion will have to be looked at as well--another potentially interesting skill, but the health sacrifice is so much that it's more or less guaranteed not to see play especially when another elite with a similar (and better) effect is sitting right there.
|
|
|
Feb 17, 2007, 09:58 PM // 21:58
|
#13
|
Wilds Pathfinder
Join Date: Mar 2006
Location: Quebec
Guild: Pretty much stopped
Profession: Rt/
|
Quote:
Originally Posted by JR
The effect is what you need to look at with plague signet. No changing of Recharge or cast is going to make it attractive as anything other than an elite Mending Touch for a ganker.
1s Cast, 8s Recharge
Transfer all conditions onto target foe and all foes in the area. Conditions transferred this way take 30...80% longer to expire.
That makes it somewhat interesting on a guy with Draw.
|
Area is seriously far too big imo. Imagine... Quivering Blade warrior gets blocked, Draw Condition, Plague Signet? 10-12s Daze to Area? No team could keep up with that. Imagine 2 Quivering Blade warriors with the Necro using Mantra of Inscriptions, and he could just keep a full team daze if they use any way to block. And if they don't, you have 2 warriors destroying their face (ofc if they get blinded you can just Area blind their offense). I'm surprised how few people actually realized how freaking good Quivering Blade is since the change to remove evasion... punishes wards very seriously, and it's a decent DPS skill. And a sword can easily cover daze with Sever-Gash... anyway!
I can't see any direct condition application having a range better than Adjacent simply because of the potential of Draw on Daze. With a skill that lets you self-daze, it just has too much potential. Contagion is around yourself so Nearby is fine. Fevered Dreams is a hex and only transfers new conditions so Area is fine (still i'd really like to see Fevered Dreams used along with Quivering Blade + Plague Touch right now... might try it in HA when i'm bored, so much blocking there anyway!).
Plague Sending just needs to lose the health sac and that's it. Would be fine without it, as you could use Draw on Blind and Plague Send it to enemy melee to blind in AOE pretty efficiently. Adjacent range is fine when it comes to anti-melee skill. Atm it doesn't warrant a 10% life sac at all though. Can't really lower the energy or it'd become too good on warriors (see Quivering Blade!). Recharge is fine.
I think that Plague Signet should work in reverse than what you suggested to be interesting and not promote too much imbalance, as an elite condition removal :
1 act/8 recharge
Sacrifice 10% life. Transfer all negative Conditions from yourself and all allies in the area and their remaining durations to target foe. (50% failure chance with Curses 4 or less.)
Acts as elite condition removal, doing a draw condition to every1 in the Area and throwing them on someone (can do one serious condition stack, has some potential with Fragility). I think that this DOES warrant a 10% life sac to be balanced so that you can't do it on MoI and spam it non-stop freely (being a signet without energy cost, i think that it should have 'some' cost associated with it. 10% life sac seems fine), which would be especially scary on a Me/N with Symbolic Celerity (would be damn hard to interrupt, and using it every 4s would make any team relying on condition automatically lose!)
I think that Plague Signet like that could see play as a very interesting counter to conditions in a Necroish way.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 05:37 PM // 17:37.
|