Oct 26, 2006, 11:40 AM // 11:40
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#21
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Wasteland Squidget
I would say that Distortion is better on a monk now, since it requires less attribute investment.
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Distortion at 3 Illusion was viable on a Monk, previous to the update. I think honestly I wouldn't want to run Distortion at any shorter a duration than 3 seconds now, which means speccing up to 6. The energy lost from attacks being evaded is largely a non-issue, as it is mitigated damage that you don't then have to heal. Don't get me wrong; the -2 is nice, but the duration is pretty key. I hadn't predicted that they would hit that so hard.
However, if you can afford to spec it to 6 I think it is still a solid panic button against physical spike.
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Oct 26, 2006, 11:58 AM // 11:58
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#22
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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Has anyone else noticed that all skills are easily interruptable now in as far as before if you were running, casting something like signet of devotion or blessed light would make you stop and cast it. But not you stop, start to cast and it interrupts. This is terribly annoying on a monk.
Will they fix this or will this be an end to kiting lol.
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Oct 26, 2006, 12:07 PM // 12:07
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#23
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by fatboyslimerr
Has anyone else noticed that all skills are easily interruptable now in as far as before if you were running, casting something like signet of devotion or blessed light would make you stop and cast it. But not you stop, start to cast and it interrupts. This is terribly annoying on a monk.
Will they fix this or will this be an end to kiting lol.
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How recently have you tested this? I heard a rumour it was already fixed.
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Oct 26, 2006, 12:08 PM // 12:08
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#24
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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lol thank god. I'll go test it now
Cheers
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Oct 26, 2006, 01:02 PM // 13:02
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#25
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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I think this is a great update
Its a shame they couldnt bring in armour swaps, but then I guess they wouldnt sell any copies of the PVE game at all.
otherwise, I wuv woo Anet, thanks
Even the henchmen AI is now workable, no more suiciding Alesia.
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Oct 26, 2006, 01:11 PM // 13:11
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#26
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Wilds Pathfinder
Join Date: Mar 2006
Location: Quebec
Guild: Pretty much stopped
Profession: Rt/
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I like the update a lot personally.
And i'm not too sure why people say that what they did to Eles won't change anything. Eles can now realistically use their damage dealing elites with the buff to Atunement and mostly Glyph of Lesser Energy. Glyph of Elemental Power is much more powerful too.
Just the stupid Shatterstone-Vapor Blade spike in GoEP deals 400 damage to 60AL in 3s. With GoLE and Water Attunement, you get one combo costing -5E every 30s. And you can use Water utility along, etc.
The Mind spells can now be usable while packing high damage nukes too.
I dunno, this update i think finally changed something that matters for Ele. Incendiary Bonds-Fireball-Mindburn at 18 Fire does a freaking huge spike.
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Oct 26, 2006, 01:20 PM // 13:20
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#27
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Academy Page
Join Date: Mar 2006
Guild: PLEB
Profession: Mo/
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I think the update is good but the equipment template only saves one weapon set hope this gets sorted. I normally run 4 so was going to use a pvp monk now instead of a pve but setting weapons up seems to defeat the point of no longer rerolling.
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Oct 26, 2006, 01:34 PM // 13:34
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#28
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Jungle Guide
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Attunements are broken. 10E spells should be returning 3+1 E, they return 2. 15E spells are returning 4E, they should return 5.
Also Moebius strike is retarded now. On a target below 50% you can easily lock them down completely with moebius - HoTo - moebius - HoTo until they die.
Last edited by Symbol; Oct 26, 2006 at 01:44 PM // 13:44..
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Oct 26, 2006, 01:38 PM // 13:38
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#29
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Ascalonian Squire
Join Date: Jan 2006
Guild: Angels Symphonys [AnSy]
Profession: D/A
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i love this update apart from one thing... making a pvp character is so confusing now, new people to HA/GvG are gonna get so confused...i guess i will have to get used to it but man, seriously weird interface n stuff...
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Oct 26, 2006, 01:54 PM // 13:54
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#30
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Krytan Explorer
Join Date: Apr 2006
Guild: Team Quitter [QQ]
Profession: Mo/Me
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Sup Absorption only applies to physical -> 20 pages of wammos crying
Inspiration nerf that mainly effects monks, not mesmers -> near silence
QQ x10
Thank god pdrain wasnt nerfed. Drain enchantment was a hard blow. I might consider swapping from pdrain/drainench to pdrain/leech or ether sig on my blights.
I don't really get the drain enchantment nerf. The reducing energy or increasing recharge is ok...but both at once is overkill. Nightfall is definitely going to be enchantment based, as evident by the large amount of new enchantments and enchant removals. Seems odd that they would uber nerf one of the key removals. If they were nerfing mesmer skills because of mesmers abusing them...it would be nice to see them scale it such that inspiration has a diminishing return at higher levels instead of blasting monks. Going /me for reasonable energy management at the sacrifice of better defensive stances elsewhere seemed balanced on monks...
The series of Zealots nerfs is also is iffy. I haven't been a fan of Air smiters since the nerf, but it is disappointing to see a build (especially one that really wasn't overpowered) be nerfed to oblivion.
Edit: Shouldnt say the boon prot is completely dead...when this skill update was leaked, we tested some abnormal boon prots. PnH wasn't that bad (still not the same), but was reliant on Boon not having a 10 sec recharge. Boon of Signets + Sig Devo will see significant attempts. The main deterant will remain enchant removal since both of these are active enchantments (Ex. MoR getting stripped doesn't really matter, PnH/Boon Sig stripped results in a lot of energy loss so it can be necessary to cover using Boon).
Last edited by Drewfense; Oct 26, 2006 at 01:59 PM // 13:59..
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Oct 26, 2006, 02:19 PM // 14:19
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#31
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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i just made about 30 different sets of armor for my monk. unfortunately, an err7 wiped all my hard work
i love it though. i don't have to go out and equip my pve monk now.
note: you can now have inscriptions applied to your headgear. my monk was running +5 hp on her head
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Oct 26, 2006, 02:30 PM // 14:30
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#32
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Krytan Explorer
Join Date: Apr 2006
Guild: Team Quitter [QQ]
Profession: Mo/Me
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Inscriptions on headger? Does that mean I can replace that +1 energy that popped up with +5 hp? Can you put +armor mods now on you head piece?
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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Oct 26, 2006, 02:44 PM // 14:44
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#33
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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yep. i have 4 headgear swaps: two with +10AL vs physical, two with +5 hp. i'll probably try to make a new armor set with +10AL while enchanted, but i don't have enough room!
i still can't stop myself from jumping up and down
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Oct 26, 2006, 02:58 PM // 14:58
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#34
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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 Symbol
Also Moebius strike is retarded now. On a target below 50% you can easily lock them down completely with moebius - HoTo - moebius - HoTo until they die.
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If someone's below 50% health against a sin, they're largely screwed anyway. Just hit Twisting Fangs and collect your Balth faction. Any block or evasion stance will still completely screw them.
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Oct 26, 2006, 03:03 PM // 15:03
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#35
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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Has anyone else noticed this but when you make a pvp character and make his quipment template it only saves 1 weapon and offhand instead of say all 4 you have made.
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Oct 26, 2006, 03:43 PM // 15:43
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#36
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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i've noticed it too. the only way for me to overcome this is to have multiple templates. 1 set of armor i can understand, but please save all 4 of our weapon sets.
Last edited by moriz; Oct 26, 2006 at 03:45 PM // 15:45..
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Oct 26, 2006, 03:43 PM // 15:43
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#37
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Jungle Guide
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Quote:
If someone's below 50% health against a sin, they're largely screwed anyway. Just hit Twisting Fangs and collect your Balth faction. Any block or evasion stance will still completely screw them.
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It's really really easy for a sin to get someone below 50% health from full. Unsuspecting - wild - horns will get you there, after that it's open season. Twisting isn't a sure kill by any means. You have a chance to heal, to put up a guardian, to blind, to do something.
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Oct 26, 2006, 04:01 PM // 16:01
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#38
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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oh yeah, there's also a limit to how many pvp items you can have in your inventory. i guess my dream of having 5 sets of armor is unfounded
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Oct 26, 2006, 05:40 PM // 17:40
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#39
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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You cant armor swap mid battle anyways so I dunno why you'd need 5 armor sets When I was goofing around last night with it it seemed to remember my armor from a template so wny not just save em as different templates (IE WOH Monk (HA) Life would be the "sheppards" boni).
After about 2 hrs I had every monk template I run normally saved
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Oct 26, 2006, 05:51 PM // 17:51
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#40
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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yeah, i've settled on 3 sets: +10AL vs physical, +10Al while enchanted, and +hp.
anyways, the vitae runes are bugged: they can be stacked. my monk was running around with 680hp a little while ago.
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