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Old Jul 23, 2005, 04:12 AM // 04:12   #81
Ascalonian Squire
 
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Strange that you think its fine for a ranger eliete to refresh all skills, while a warrior eliete only refreshes attack skills, which commonly have 10s or less recharge, with a few attack skills more than that duration.
I never stated nor implied, one way or the other, my opinion of Oath Shot vs. Flourish. Flourish does have less conditions than Oath Shot, but it also has a much more restrictive condition in the fact that it only recharges Attack skills. Considering that only Belly Smash has a long recharge to begin with, Flourish is basically unneeded for skill recharge, and is only useful for energy regen. My opinion of the two skills is that they are for vastly different purposes and are not really two skills you would compare (the attack skill recharge seems more of a restriction on how much energy you can regen, rather than a bonus feature of Flourish to me).

I did misunderstand your sentence with the unconditional statement.
I also do not understand what you mean by "near instantaneous reset", could you explain please? Quoted for your easy reference:
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However, having total freedom to choose a skill that has an unconditional skill type and near instantaneous reset is in a leauge all of its own.
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Well it does seem strange that one job can choose to nearly completely ignore reset times, while all others have little to no sway over them.
One job can effectively heal teammates while others have little to no sway in that area. This seems more strange to me. It basically forces monks onto all teams. While I am not totally against this design because of classic archetypes, it does create an unfortunate situation in any game like this.

That is just a side rant though.

Oath Shot is indeed in a league all its own when it comes to skill recharging. I do not agree it is strange, as many professions have skills that stand out to me as much better at certain tasks than skills other professions may have to accomplish similiar tasks. (Monks Healing, Only mesmers can have 2 Elites in their skillbar, Necros ability to regen other peoples energy, etc.)
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Old Jul 25, 2005, 03:34 AM // 03:34   #82
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I just encountered a spirit group holding in HoH a few days ago.. I was a mesmer this time. Its really easy to shutdown the ranger with just diversion and blackout. If you diversion the oath shot he can't do anything for a long period of time. Or blackout when he is casting spirits.

In all the spirit spam mess in ToPK. There's like nothing you can do abt it except make your team build specifically with skills inside to beat them.... I am starting to ponder if I should make my team's casters make skills build just for nature's renewal, quickening zephry... Unless of cos you meet those loser's spirit teams. They are really easy to beat. Mostly those PUGs randomly inviting rangers or spirit spammers just to try their luck in ToPK.
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Old Jul 25, 2005, 04:46 AM // 04:46   #83
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Originally Posted by lanilifar
One job can effectively heal teammates while others have little to no sway in that area. This seems more strange to me. It basically forces monks onto all teams. While I am not totally against this design because of classic archetypes, it does create an unfortunate situation in any game like this.

That is just a side rant though.

Oath Shot is indeed in a league all its own when it comes to skill recharging. I do not agree it is strange, as many professions have skills that stand out to me as much better at certain tasks than skills other professions may have to accomplish similiar tasks. (Monks Healing, Only mesmers can have 2 Elites in their skillbar, Necros ability to regen other peoples energy, etc.)
For the explanation of nearly instantanous, would be the time from attack animation to impact of arrow. That timeframe is rather irrellevant considering the reset times that the skill is used to offset. There is a design fallacy to balance when you allow for the inclusion of such a skill in conjunction with skills, from the same class, that are intended to be balanced with long recharge times in mind (30-60s). Also, considering the implication of flourish with the design concept of the warrior, is almost an admission of energy issues within the class, but to limit the skill as an eliete also forces other problems with the class design. By comparison, it would be like making the expertise skill into something that fits into the skill bar instead, creating a skill for rangers in the form of something similar to determined shot.

I also have some grievances with the distribution of effective forms of defense/healing available. Too many forms of offense ignore defenses completely, while others completely outstrip the ability to diffuse, without the aid from a monk. This is in reference to individual activities mainly, opposed to group activities. For perspective, most professsions do not have to make the same type of comprimises a warrior needs to in order to overcome defenses against their offense, while at the same time not being capable of having utility to create the warrior as a target of priority to gain any benefit from their defense forms. This is despite the fact that many forms of offense would ignore said defense completely anyway.

Last edited by Phades; Jul 25, 2005 at 04:58 AM // 04:58..
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Old Jul 25, 2005, 11:20 AM // 11:20   #84
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The only spirit that can really hurt is that Nature's Renewal since often don't effect the Ranger's team at all While your monks , Necros, Mesmers, and even Elementalists cast Healing for 2 secs minimum...and dont' even mention the necro 3 sec casts...which become double.

Before there was a skill that disabled the spirits in some area? Was it too much imba?
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Old Jul 25, 2005, 12:23 PM // 12:23   #85
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haha, everyone seems to think that egde kill us?

well, infact, it does, but not our guild team lol, we see edge up, we take is down asap, then kill the caster, thats after the monks of course
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Old Jul 25, 2005, 12:32 PM // 12:32   #86
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Quote:
Originally Posted by Arcador
Before there was a skill that disabled the spirits in some area? Was it too much imba?
I assume you're talking about Unnatural Signet, which removed the last Nature Ritual cast, back when Nature Rituals were a truly global effect at the expense of 5% DP for each cast. It was a clumsy signet with a ridiculous casting time, which earned it the nickname "the developer's joke". It became obsolete by mechanics when Nature Rituals were changed to be represented by spirits, it definitely wasn't taken out because it was overpowered or anything.

I guess Nature's Renewal never saw rebalancing after the important 5% DP factor was dropped from its effect, probably because for the longest time, the effect simply didn't work yet, so there wasn't a practical example yet of why it was imbalanced (which Fertile Season had, even that took a lot of demonstrated abuse before it was toned down, and it's still somewhat imbalanced now).

Last edited by Silmor; Jul 25, 2005 at 12:35 PM // 12:35..
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Old Jul 25, 2005, 02:53 PM // 14:53   #87
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Originally Posted by Mitsu Bishi
Especially that "if you miss" condition can be played out very well. Make him miss the shot - blind him, evade, block, whatever comes to your mind.
Blinding Flash with its fast recharge would do the trick if they don't have a protection monk, I think.
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