Oct 27, 2006, 04:28 AM // 04:28
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#61
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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Quote:
Originally Posted by Drewfense
If they nerfed most of the emanagement, I am surprised they didn't nerf Channeling. It has been a crutch for many monks for far to long.
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Is it? I believe channeling is different, since there are so many counters for it. Its a strippable enchant, so very susceptible...
the other management tools where great because they actually favored you (e.g. hex removal...) AND gave you energy...Channeling is a slot "waste" on pure e-management...so an investment that can be repayed...
Of course MoR is the same story... (so maybe my discussion is a but faulty?)
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Oct 27, 2006, 06:17 AM // 06:17
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#62
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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I think I like almost everything about the update. Except for adding the new slot on armor pieces for vitae, attunement, etc. runes. These make it very difficult for me to use my pretty PvE characters, because when changing builds it's now always a decision where you should skimp attributes, whether to put a vitae or attunement rune in the slot based on skillbar, etc.
For example: If I'm running a shock axe war, I've got on it setup with 1 piece of stonefist armor, wearing +energy armor to pump max energy to 26 to buffer exhaustion, possibly fitting in a vitae rune or two, depending if I need high tactics for a healsig or not, etc.
Now I need to change to a non-KD dragon slasher. I don't need stonefists, and I don't care about max energy, so I'm running +HP armor. Maybe I'm running healsig, maybe not. Some bars I can get by without minor strength or tactics, it depends. The rest of my open slots I fill in with vitae runes.
It's doable on the new PvP inventory creation screen, though it takes some time setting up all the templates. On my PvE char, it's just too complicated to get every single possible piece of armor I'd like for every build.
I say remove this new rune slot on armor, it's useless power creep. If it's a ghetto-rigged fix to not being able to armor swap against spike builds, then give us back the ability to inventory swap (it's an even playing field now anyway).
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Oct 27, 2006, 12:17 PM // 12:17
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#63
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Anyone other than me think the new staffs are retarded?
I have 3x20% attribute spell recharges. That's like a mini-Mantra of Recovery.
Last edited by Dragannia; Oct 27, 2006 at 12:20 PM // 12:20..
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Oct 27, 2006, 02:03 PM // 14:03
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#64
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Ascalonian Squire
Join Date: Mar 2006
Profession: Me/E
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Quote:
Originally Posted by Drewfense
Drain enchantment was a hard blow.
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You are joking right?, it's still world's better than inspired enchantment (which should be like inspired hex(which is better than drain enchantment at 1-9 inspiration (except for 8)))
But apart from that, pretty good, and hope we see a new metagame after this...
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Oct 27, 2006, 02:21 PM // 14:21
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#65
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Kitty Soft
You are joking right?, it's still world's better than inspired enchantment
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Inspired Enchantment has a usefull side effect, Drain Enchantment doesn't.
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Oct 27, 2006, 03:06 PM // 15:06
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#66
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Forge Runner
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Quote:
Originally Posted by JR-
Inspired Enchantment has a usefull side effect, Drain Enchantment doesn't.
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Yep. Plus inspiring a mantra of recall also kinda helps your energy management.
Can you really have 3x20% recharge on one staff? that would indeed be retarded!
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Oct 27, 2006, 03:19 PM // 15:19
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#67
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Desert Nomad
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Quote:
Originally Posted by Drewfense
oooh so now those wammos in ascalon can show off there epeens even better with a sup vigor + 4 vitae + endure/defy.
Really...it seems like everytime I go out to PvE a wammo either wants everyone to know how much health he can get or an ele stays in +30/-2 and sup energy storage just to have over 100 energy...am I then only one annoyed by this? There should be an algorithm in the game that causes people who do this to automatically uninstall.
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LoL, I don't agree but it's still hilarious.
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Oct 27, 2006, 09:55 PM // 21:55
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#68
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Quote:
Originally Posted by Thomas.knbk
Yep. Plus inspiring a mantra of recall also kinda helps your energy management.
Can you really have 3x20% recharge on one staff? that would indeed be retarded!
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It seems to be changed now. I'm 100% it was skill recharge yesterday, but now it reads casting time. They probably nerfed it while I was sleeping.
Good, Anet came to their senses.
Last edited by Dragannia; Oct 27, 2006 at 09:58 PM // 21:58..
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Oct 27, 2006, 11:06 PM // 23:06
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#69
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Krytan Explorer
Join Date: Apr 2006
Guild: Team Quitter [QQ]
Profession: Mo/Me
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Quote:
Originally Posted by Kitty Soft
You are joking right?, it's still world's better than inspired enchantment (which should be like inspired hex(which is better than drain enchantment at 1-9 inspiration (except for 8)))
But apart from that, pretty good, and hope we see a new metagame after this...
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At 9 inspiration (20/20 recharge blah blah) you get 10 energy per minute with 2.5 enchant strips as compared to originally 21 energy per minute with 3 enchant strips. That is a big nerf. Inspired enchantment gets 0 energy per minute with 3 enchant strips.
Inspired enchantment is very eh. Yea there is the nice MoR...but boon prots are much less common and MoR has fallen out of favor for those who still boon prot. Tbh the only thing I would inspire and use would be Aegis, Guardian, and eprod lol (on a mesmer you can be much more versatile, using taint for instance, but it is still a hard thing to fit on a bar). Inspired enchantment would be just for the removal, I would probably just use Lyssa's Balance and get a few extra strips in.
I am not really sure why inspired hex popped up in there... It serves a completely different function. Really half the point of mesmer skills on a monk isn't energy management, but shutting down the opponent. A monk with drain enchantment can pacify a smiter/blind bot and contribute to spikes. You can never have enough enchant removal...unless the other team is nr/tranq...
Edit: On the math I know its 32/4 recharge not 40...but I am to lazy to go look for a calculator.
Last edited by Drewfense; Oct 27, 2006 at 11:15 PM // 23:15..
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Oct 28, 2006, 08:15 AM // 08:15
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#70
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Ascalonian Squire
Join Date: Mar 2006
Profession: Me/E
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Quote:
Originally Posted by Drewfense
At 9 inspiration, you get 10 energy per minute with 2.5 enchant strips. Inspired enchantment gets 0 energy per minute with 3 enchant strips.
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Thanks for proving my point.
Quote:
Originally Posted by Drewfense
I am not really sure why inspired hex popped up in there... It serves a completely different function.
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(Inspired Enchantment should have a 5 energy cost and give 4...9 energy, just like Inspired Hex) That's what i meant.
Quote:
Originally Posted by Drewfense
Really half the point of mesmer skills on a monk isn't energy management, but shutting down the opponent.
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Lol
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Oct 28, 2006, 10:39 PM // 22:39
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#71
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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Quote:
Originally Posted by Kitty Soft
Lol
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In the playoffs our dual Mo/Mes backline was the main thing keeping the enemy smiters shut down. Also removing Ether Prodigy was extremely helpful.
Maybe it's not half the point, but it's definitely not something to ignore.
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Oct 30, 2006, 02:18 PM // 14:18
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#72
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Krytan Explorer
Join Date: Apr 2006
Guild: Team Quitter [QQ]
Profession: Mo/Me
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To ignore the effects of mesmers skills on the opponent is foolish. Playing a smiter is pretty much the ideal example. You can hit C+Space Drain and remove RoF from a warrior or you can time the smiter and remove Zealots (or even if you aren't timing it well...atleast Channeling). Putting enchant removal on the monks allows you to be more flexible with your midline.
The point was not really to compare Drain and Inspired, but nerf and pre nerf Drain. It is 11 less energy and .5 less strips. In comparison, you now get significant more energy by using Ether Signet. If you are not using Drain Enchantment for specific enchant removal, then you are wasting a spot on your bar.
I am not sure how you can just lol that comment like I am a noob or something. A single PDrain/Leech Sig can soften a spike, annoy the crap out of an ele, or completely shut down an Aegis, but then again I guess there is a difference monking for a team aiming for top 16 and aiming for perpetual obs mode watching.
Last edited by Drewfense; Oct 30, 2006 at 02:23 PM // 14:23..
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Oct 30, 2006, 02:47 PM // 14:47
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#73
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Drewfense
I am not sure how you can just lol that comment like I am a noob or something. A single PDrain/Leech Sig can soften a spike, annoy the crap out of an ele, or completely shut down an Aegis, but then again I guess there is a difference monking for a team aiming for top 16 and aiming for perpetual obs mode watching.
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Agreed.
I have run some pretty insane meta-dependant stuff on my Monk in the past. When Bloodspike was all over the ladder for a couple of weeks I ran Cry of Frustration. When Smite was popular I ran Drain Enchantment, and later Signet of Disenchantment. When condition pressure builds ruled I used Inspired Enchantment to steal and use Taints. I've used Leech Sig to interrupt Rt and Ranger Spirits or Blackouts and even Warrior attacks - aswell as spells.
Why the hell would you do that? Because damage mitigation can come in many other forms than just protection.
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Oct 30, 2006, 05:44 PM // 17:44
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#74
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Apparently the guy has never called for a drain on someone, despite the fact the only people that have drain are the monks sometimes. especially against smite, drain is heaven-sent. Inspired is fun too if they're running channelling as a cover.
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Oct 30, 2006, 06:32 PM // 18:32
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#75
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Krytan Explorer
Join Date: Apr 2006
Guild: Team Quitter [QQ]
Profession: Mo/Me
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Quote:
Originally Posted by JR-
When Bloodspike was all over the ladder for a couple of weeks I ran Cry of Frustration.
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Yea I remember you mentioning that early last season before oflame with mantras came into play.
I have run some funky things too. Early last season when crip + mel condition builds were popular, running Shields Up! with Watch Yourself/Wary Stance/Shield Bash was a lot of fun (having 8 tactics for a shield is also nice :P ).
Right now, I think QQ really has something going for the current meta (current meta = randomway almost) using GoLE monks.
Edit: I need to learn how to spell some day.
Last edited by Drewfense; Oct 30, 2006 at 06:40 PM // 18:40..
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Oct 30, 2006, 08:00 PM // 20:00
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#76
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by Drewfense
Right now, I think QQ really has something going for the current meta (current meta = randomway almost) using GoLE monks.
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The buff to GoLE is definately awesome and among all the updates is my favorite. I can see it being useful for the E/Mo in particular with so many good 15 energy spells to use like heal party, ice spikes, blinding flash, lightning orb, and the recently buffed vapor blade. Of course, a 10 energy deep freeze is hot too. In the time it takes to use glyph of lesser energy and then cast heal party twice, you have gained back more than the 5 energy you spent on the glyph through natural energy regeneration.
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Oct 30, 2006, 10:34 PM // 22:34
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#77
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Krytan Explorer
Join Date: Apr 2006
Guild: Team Quitter [QQ]
Profession: Mo/Me
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I have mixed feelings about GoLE. On eles it is GREAT for the game. It makes bringing an elite other than eprod/second wind actually viable. Instead of eles being forced into pick up work (Ex. spamming heal party), they become much more potent midliners. GoLE on other classes though seems a little overpowered. I mentioned what QQ was doing with its monks, similarly Te's AoE GoLE mesmers are pretty nasty too. I am sure as the season goes on, many more potent combos will be made.
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