Jul 14, 2006, 05:26 PM // 17:26
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#21
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Lion's Arch Merchant
Join Date: Apr 2006
Location: GvG go go!
Guild: Fail Less [noU]
Profession: R/Mo
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Quote:
Originally Posted by tomcruisejr
omg they didnt delete the warriors in this update? when will iway get nerfed?
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nah, they can't nerf IWAY, the game needs to remain accessible for beginners too.
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Jul 14, 2006, 06:22 PM // 18:22
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#22
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Wilds Pathfinder
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Today I played against a very bad sb/ri spike, we won more or less easily, but the spike itself was still not stoppable. We had only a convert and 1 blessed light + 1 boon prot. So not really the best matchup against sb/ri...
so it still is a very very very strong spike...
The nerf to smiting felt quite ok when I played a smiter. You can still smite easily with AoE, Guardian and RoF - but you can't afford all the extra stuff that made smite so nice (ie spam draw condition, spam windborn, keep aegis up,...).
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Jul 14, 2006, 06:55 PM // 18:55
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#23
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Single or dual smite is still viable, but I think triple smite is dead. That build really needed the extra defensive skills to hold up against a competent offense. Sure it'll still roll over terrible teams, but it's a whole lot more fragile now.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jul 14, 2006, 09:22 PM // 21:22
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#25
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Desert Nomad
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Im kinda confused with the blackout time reduction. If it was a change aimed at rangers, then they could have just made rangers pay full price for the full effect instead of trimming the overal effect back.
After the trimming of blackout and the change to attunement, it just feels like its a small movement to putting more emphasis on certain primaries. Overal though, the tuning feels kinda limited. The warrior changes are different, but they still have at least 80AL + shield with the same mod options as everyone else. Stuff that ignored AL wasnt affected that much by the reduction anyway and stuff that doesnt ignore AL will still be heavily punished.
I dunno, it just feels like they had/have more in mind to change, but decided to cut it short this time around.
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Jul 14, 2006, 10:12 PM // 22:12
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#26
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Jungle Guide
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The buff to siphon speed is amusing given that the skill STILL doesn't work properly (doesn't actually snare the target).
Way to go a.net!
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Jul 16, 2006, 12:00 AM // 00:00
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#27
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Banned
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Quote:
Originally Posted by Phades
Im kinda confused with the blackout time reduction. If it was a change aimed at rangers, then they could have just made rangers pay full price for the full effect instead of trimming the overal effect back.
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before the update, if you have 1 superior expertise rune, expertise mask and rest minors + superior vigor, you can spec a crip shot blackout ranger this way.
3 illusion < breakpoint for distortion at -3 energy (2 = -4 energy)
8 domination < breakpoint for blackout 5 seconds, (7 = 4 seconds)
10 wilderness < breakpoint for troll unguent to generate 8 pips of regen, (9 = 7 pips)
10 marksmanship < breakpoint for crip shot to last 6 seconds cripple, (9 = 5 seconds)
14 expertise = is the wootness number for expertise.
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Jul 16, 2006, 12:51 AM // 00:51
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#28
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Delta Formation [DF]
Profession: W/
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I use 16 expertise usually. 15 is the lowest I go.
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Jul 16, 2006, 01:04 AM // 01:04
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#29
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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14 is pretty standard.
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Jul 16, 2006, 01:28 AM // 01:28
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#30
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Delta Formation [DF]
Profession: W/
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I feel it's too costy, just a matter of preference I suppose.
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