Aug 26, 2005, 01:26 AM // 01:26
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#42
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Lion's Arch Merchant
Join Date: Jul 2005
Location: CA
Guild: [Ryuk]
Profession: W/A
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the natures renewal and fertile was total BS anyways, now its fair. if the only way for you to win is to use spirits, thats quite pathetic.
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Aug 26, 2005, 02:08 AM // 02:08
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#43
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Krytan Explorer
Join Date: May 2005
Location: Melbourne, Australia
Profession: E/Rt
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There's no downtime on spirits. Putting a spirit down kills all others of the same type. Therefore, if multiple rangers carry the same spirit (say, frozen soil), you need to start casting your 2nd frozen soil if you notice the 1st being wanded.
As long as they take longer than the casting time of frozen soil to kill the first one, then when you finish your cast, it will destroy the damaged first one and replace its effects. Therefore, no downtime.
Of course, if they set 3 warriors on it, then it's going to go down a lot quicker.
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Aug 26, 2005, 02:24 AM // 02:24
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#44
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Jungle Guide
Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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I like this nerf. Though, I have to admit, NR should have still removed hexes/enchants when dropped, and only make maintained enchants cost 2 more energy instead of doubling cast times like before.
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Aug 26, 2005, 04:44 AM // 04:44
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#45
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Ascalonian Squire
Join Date: Jun 2005
Guild: Silentum Altum
Profession: R/Mo
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Or nature renewal should be made elite o_O? And frankly i love what they done to the Spirits, becaouse now builds will actualy contain maybe a spirit to boost their effectivness in the PVP. It wont be no more " I R TEH HAX IN TEH SPIRIT SPAMZOR I DROP EVERYTHING !". But i still believe that the nerf they are about to get is a bit to harsh. becaouse now the enchant/hedx spam begins. But hey at least now It will be fair for both sides. And even casters will get in the groups !
So as someone before said. nerf 6 skills and get 30% other balanced spells/skills.
Its a damn good trade.
Sincerely Teh_Zero
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Aug 26, 2005, 04:47 AM // 04:47
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#46
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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Quote:
Originally Posted by zehly
I heard this from the a source I trust and will not reveal, but:
"...[sometimes] the skills that seem overly powerful are not the ones that need to be [nerfed], it might very well be the skills that the are intended to [counter] them are merely underpowered, ..."
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i used to think so too, but this can create a cold wars style arms race (lol) with each skill getting more and more powerfull until you have like 3 godly skills that nothing can counter. then its hell trying to bring it all back to normal
oh and what they did to spirits made me go /doh! its the perfect answer, it makes them go back to a nice buff in a build instead of the whole point of a build.
i feel stupid now that i didnt think of it
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Aug 26, 2005, 06:50 PM // 18:50
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#47
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Frost Gate Guardian
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Quote:
Originally Posted by TheGreatBoo
I'm sick of hearing how terrible rangers are. I have a kickass ranger and the only spirit I drop is favorable winds. Maybe if half the people that have a ranger and say they suck stop using power shot and start bringing better buffs they'd realize how powerful they could be. Spirit spamming was nerfed and rightly so. Gain some skill and stop relying on 30 spirits to do the work for you.
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I agree completely.
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Aug 27, 2005, 04:33 AM // 04:33
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#48
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Nature's Renewal still owns Healing Ball. It just requires the user to be a bit more intelligent with it than 'I DROP NR YOU LOSE NEWBIE!'
The skill was nerfed to hell and it's *still* excellent. Toss it on the trash heap at your own risk.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Aug 27, 2005, 04:36 AM // 04:36
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#49
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Wilds Pathfinder
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I hate Smite. God damn mobile AoE.
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Aug 27, 2005, 05:05 AM // 05:05
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#50
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Lion's Arch Merchant
Join Date: Mar 2005
Guild: Illusion of Competence
Profession: R/W
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NR is actually more dangerous to maintained monk enchantments now. Before, when NR was cast and you had one enchant on, who cares, take the time, recast it, or deal without it. Now, maintaining it is costing you twice as much energy for that single enchantment. For the entire duration of NR you have to decide if the enchantment your maintaining is worth 2 pips of regen rather than just the one you were okay with when you made the character.
For a monk maintaining 8 enchantments it has almost the same effect as it did before. 12 (16 overall, minus the 4 you get for being a monk) pips of degen will cancel 6 of those enchantments in a matter of seconds. No one can keep up with that much degen while healing. Of course, this wont deal with existing hexes or non-maintained enchantments, but those could be recast anyway, and the increased casting time is still in effect.
Now, as for the spirits dieing quickly, this isn't something you can't work around if you absolutly must have those spirits out. It will just require more of your teams resources, which is fine because if you want to make a build that focuses on a few skills, it should take some effort to keep those skills in play. If you notice your spirit being attacked, have the ranger(s) start casting the replacement right away. If you have to wait for it to recharge, then you should have found a way to have it recharge faster in the first place. These options, while requirering much more effort than before, are certainly viable.
IMO, the only thing thats been truly nerfed about the spirits is that you have plan more carefully to get the same effects.
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Aug 27, 2005, 06:05 PM // 18:05
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#51
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Academy Page
Join Date: Apr 2005
Guild: agony
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Quote:
Originally Posted by zehly
Healing balls FTW...
and...
Well of Profane, FTW.
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I was waiting for someone to post something about healing balls check this out
http://img80.imageshack.us/img80/725...ingball9al.jpg
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