Jun 02, 2006, 04:34 AM // 04:34
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#61
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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The update is out...
Necromancers now get 1/2 energy from spirits.
The Guild Thief was removed from Imperial Isle.
I wonder if 1/2 energy from spirits will be enough though, it could just promote higher soul reaping(unlikely), or more spirit spammers. Or perhaps reducing the effective 15 pip regen to 7 won't be enough. We'll see, it's certainly an improvment though.
Hopefuly they also removed or changed the gate mechanisim on this map and forgot to mention it, because with locked gates and no Thief, it would be extremely lame. 100% guarnteed VoD game against a rank 4000 guild ftw.
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Jun 02, 2006, 04:43 AM // 04:43
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#62
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Jungle Guide
Join Date: Nov 2005
Location: here
Guild: Almost a Guild
Profession: W/N
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Half energy from spirit now...
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Jun 02, 2006, 07:26 AM // 07:26
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#63
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Excellent move, Anet. Thanks for acting so quickly on this.
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Jun 02, 2006, 08:40 AM // 08:40
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#64
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Wilds Pathfinder
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Anet is becoming better and better at not over-nerfing. Recently they have corrected problems while leaving the offending build somewhat intact. These changes are awesome examples of a solid rebalancing. Spirit spamming is still great energy management, but it isn't as utterly ridiculous as it once was.
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Jun 02, 2006, 04:38 PM // 16:38
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#65
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Wilds Pathfinder
Join Date: Apr 2005
Profession: W/
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Quote:
Originally Posted by Mental Leteci
One more smart guy. If it's so easy to beat it,why do you play it? You a re still missing the point. You can interrupt,you can infuse,but the spirits are pain in the ass. You can interrupt spirits and spike at the same time,unless you have a full interrupt team. Problem is soul reaping and triggering on spirits. They get benefit from the spirits when they're up and when they die.
I would agree with Thom. Let's all go and play exploited builds,trust me,ANet won't have any other choice than nerfing the build. If there won't be more than 3 builds in this game they will change something 100% ))
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Sorry...wasn't trying to be "smart"...I didn't say it was easy to beat or that I played it...I don't. I also wasn't missing the point of the argument, I was hoping to counter it with my o-p-i-n-i-o-n.....something we are still (barely) free to do in America. I just didn't want a PvP problem to mess with what is working for me well enough in PvE. Seems everytime someone finds a "power-build" that is tough to beat in PvP, my PvE characters suffer for it.
So my teaming with ritualists (who often enough have a hard time finding people to take them in PvE) has become a little less viable than before...I can live with the change....seems the nerf-bat swatted very gently this time. Maybe not hard enough for the chronic PvP kill-junkie...time will tell.
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Jun 02, 2006, 05:30 PM // 17:30
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#66
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Frost Gate Guardian
Join Date: Feb 2006
Profession: W/N
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Quote:
Originally Posted by Thom
Anet is becoming better and better at not over-nerfing.
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Too bad they won't go back and un-nerf skills like Order of the Vampire and bring them back from oblivion.
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Jun 02, 2006, 10:53 PM // 22:53
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#67
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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Quote:
Originally Posted by makosi
Amen. Some of the spikes are so clean that even the top infsuers can't squeeze Infuse Health in so it probably feels futile even going to HA right now. Its clearly an exploit waiting to be fixed. Remember back in the day when air-spiking was the FotM? Exploit -->too powerful -->nerfed -->gg anet. What's the delay with the necro spiking nerf?
A previous poster suggested that Anet are afraid of losing more custom like when IWAY was nerfed. If its not fixed then I won't buy Ch3 just as I said I wouldn't buy Ch2 if IWAY wasn't fixed.
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<Quotes self lol>
Gg anet, you must have read my post.
...and i'll buy CH3.
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Jun 07, 2006, 03:02 PM // 15:02
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#68
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Wouldn't it have been a better idea to just make the spirits not die when they are recast? You could then keep the spirits up if you wanted, but the necros wouldn't get the benefit of SR. The opposing team could lay down their own spirits and use EoE and Feast of Souls. To me, it seems like Arena Net over reacted on this one simply because of all the whiners. Correct me if I'm wrong.
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Jun 07, 2006, 03:13 PM // 15:13
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#69
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by jesh
Wouldn't it have been a better idea to just make the spirits not die when they are recast? You could then keep the spirits up if you wanted, but the necros wouldn't get the benefit of SR.
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You used to be able to lay as many spirits as you wanted, they changed that because of the ridiculous problem of spirit spam.
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Jun 08, 2006, 12:01 AM // 00:01
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#70
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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I meant not die, yet not have another one created. Just like renewing the life span of the current spirit.
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Jun 08, 2006, 12:32 AM // 00:32
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#71
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by jesh
I meant not die, yet not have another one created. Just like renewing the life span of the current spirit.
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Or they could just... not give Soul Reaping from spirits?
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Jun 08, 2006, 12:58 AM // 00:58
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#72
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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What was the point in replying with that? At least you could give some evidence why my idea is a bad one.
What I'm saying makes sense, doesn't it? Say you cast Shadowsong. Instead of the ritualist recasting the spirit to benefit the necros, the recast would simply charge up the spirit's HP and SP, therefore bypassing SR. I think it's more just going against the description of SR to have this wierd exception.
Under normal circumstances, if I'm playing a necro, and a ranger's spirit on my team dies, why the heck shouldn't I get energy? The answer is there is no reason, if you ask me. What is a spirit but a soul?
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Jun 08, 2006, 01:03 AM // 01:03
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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 jesh
What was the point in replying with that? At least you could give some evidence why my idea is a bad one.
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Because your idea is for all intensive purposes exactly the same as the idea that has been presented since this problem first arose.
Apologies, i'm in a particularly cynical mood.
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Jun 08, 2006, 05:29 AM // 05:29
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#74
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Quote:
Originally Posted by jesh
At least you could give some evidence why my idea is a bad one.
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There would be ways around it. EG = Soul twisting. Anet took a more reliable fix IMO.
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Jun 08, 2006, 06:44 AM // 06:44
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#75
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Ah I see.. well I guess it's not as bad as Ritual Lord, though I do see your point.
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Jun 09, 2006, 07:49 PM // 19:49
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#76
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Desert Nomad
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Quote:
Originally Posted by JR-
Have fun stopping a Ranger with Whirling Defenses and Dolyak Signet from spamming spirits way in the backline of his team.
I am going to move this to Gladiators Arena main as I believe this problem is a general PvP issue, not exclusive to Heroes Ascent.
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not that much of a problem, here are a few options from the top of my head:
rigor mortis/expose defenses with ranged interrupts
incendiary arrows with either called shot of precision shot
spinal shivers coupled with a hydromancer
I could probably dig up a few more but these are enough to prove my point
every build has a counter, the question is how much effort do you have to put in countering a build and how much is left for your own build...
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Jun 09, 2006, 08:06 PM // 20:06
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#77
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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 zling
not that much of a problem, here are a few options from the top of my head:
rigor mortis/expose defenses with ranged interrupts
incendiary arrows with either called shot of precision shot
spinal shivers coupled with a hydromancer
I could probably dig up a few more but these are enough to prove my point
every build has a counter, the question is how much effort do you have to put in countering a build and how much is left for your own build...
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Those combinations are all junk TBH as they involve multiple skills to execute some of which do not provide enough value to a PvP match to be viable to run. The only single skill counters to a ranger spirit spammer with dolyak, whirling, and oath shot are:
- a very well time blinding flash on the oath shot
- strafing of the oath shot (my favorite cause it involves no skill consumption)
- blackout (but this is problematic cause as JR mentioned the spirit spammer is normally near the back)
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Jun 10, 2006, 03:32 AM // 03:32
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#78
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Jungle Guide
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Quote:
Originally Posted by Divineshadows
Those combinations are all junk TBH as they involve multiple skills to execute some of which do not provide enough value to a PvP match to be viable to run. The only single skill counters to a ranger spirit spammer with dolyak, whirling, and oath shot are:
- a very well time blinding flash on the oath shot
- strafing of the oath shot (my favorite cause it involves no skill consumption)
- blackout (but this is problematic cause as JR mentioned the spirit spammer is normally near the back)
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Seeking arrows distracting shot on oath shot can be fun, if it works with your build.
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