Aug 17, 2005, 09:05 PM // 21:05
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#1
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Ascalonian Squire
Join Date: May 2005
Guild: Nice, but Deadly
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Enchantment Removal Order
Hi Everybody,
The other day I was playing my Mo/Me in the arenas. And I came across one of those low hit point monks running protective bond. We quickly wiped out his team mates and then we couldnt hurt him. He was kind of arrogant and rude, but thats beside the point.
Its true I am a bit of a newb (there I said it before anybody else can ), but I carry drain enchantment on this character to help with power and I thought to address situations like this.
But when I did drain his enchantments it didnt seem to have much affect. Eventually, we dropped from the game. I was quite sad that my master strike skill against this build didnt work.
I am aware that a DOT of some kind probably would have been devastating but it was random arena and we didnt have one. (incidentally, I nearly got him with a hex captured by inspired hex, but not quite)
Later, I asked him about it and he said that he had other enchantments running and that I was always removing other enchantments. He cast the bond at level 17 before starting.
So here's my question. When enchantments are removed are they removed last applied first off, or is it random, or perhaps in some other order?
Cheers,
pin
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Aug 17, 2005, 09:08 PM // 21:08
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#2
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Krytan Explorer
Join Date: May 2005
Location: Ohio
Guild: Archons Ascendant [Arch] - Leader
Profession: W/
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The last one on the stack is removed from what I understand. That's how people will "protect" Illusionary Weaponry with another enchantment, etc.
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Aug 17, 2005, 09:08 PM // 21:08
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#3
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Lion's Arch Merchant
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Its last applied, first off.
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Aug 17, 2005, 09:09 PM // 21:09
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#4
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Sunshine
Join Date: Jul 2005
Location: The Wired
Guild: Daughters of Ananke
Profession: Mo/E
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Not sure how to answer you question, but I can tell you that if you had lingering curse, he'd have been raped.
EDIT: I believe enchantments are removed in a LIFO manner (last in, first out). That is, if I cast A -> B -> C as enchantments, my single-enchantment remover will remove--in sequence of repeated action-- C -> B -> A.
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Aug 17, 2005, 09:18 PM // 21:18
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#5
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Krytan Explorer
Join Date: Jun 2005
Guild: Dark Horizons
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The recharge time on prot bond etc is small enough that even if you did remove it the monk could cast it right away again anyway.
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Aug 17, 2005, 09:24 PM // 21:24
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#6
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Bt with only a 20% chance to get level 17. The large wait time before the match gives him pletny of time to set it up pre-battle, but the chances of you getting it back up if it goes down are slim. Not to mention if it goes down, all your other chants went down too.
Best way to beat this is to remove more than one chant at a time. (Rend)
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Aug 17, 2005, 09:38 PM // 21:38
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#7
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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For maintained enchantments, Ether Lord actually has an advantage over direct energy loss, although it's only good if you have both. Sap their energy, stick on ether lord, and 2-3 of their enchantments will end because they can no longer maintain them. Then, single strip whatever remains, and you're set.
Generally better just to bring Rend to the arena these days, with enough curses to remove at least 4 enchants, maybe 5.
Enough to take off Healing Breeze+Mending+Essence Bond+Balthazar's Spirit+Protective Bond, or Aura of Restoration+Zealot's Fire+Ether Renewal+Balthazar's Aura+Divine Boon
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Aug 18, 2005, 03:59 AM // 03:59
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#8
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Lion's Arch Merchant
Join Date: Apr 2005
Location: LA, California
Guild: Nothing to Lose [NtL]
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Or Nature's Renewal...cough, nerf please, cough
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Aug 18, 2005, 05:44 AM // 05:44
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#9
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Krytan Explorer
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This is a situation that we will be facing alot more often if NR is nerfed :P Unable to use enchants/hexes effectively or face extreme enchantment builds like this? Which do you prefer?
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Aug 18, 2005, 05:49 AM // 05:49
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#10
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Ascalonian Squire
Join Date: Jun 2005
Guild: Dark Horizons
Profession: W/
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NR still needs to be nerfed. Removing all enchants and hexes is one thing. But to also increase casting times 100% is kind of nuts.
It's not really the fact that it even exists but the fact that it can be spammed and easily kept always in effect is what makes it crazy. That and the huge radius of spirits.
Not to forget the cost of it is only 5. That is crazy for these spirits that change the whole battlefield.
Well of Profane requires a corpse and it costs 25 with a smaller area of effect.
There is a middle ground here but we haven't gotten there yet.
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Aug 18, 2005, 06:34 PM // 18:34
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#11
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Lion's Arch Merchant
Join Date: Apr 2005
Location: LA, California
Guild: Nothing to Lose [NtL]
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Theres things like rend enchantments that can remove a lot of enchants off of one character, up to 5 or 6 I believe. Skills like that require thought into when and where to use it. NR is just, drop and forget, takes no skill.
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