How can you say strength is bad? When you look at the "attribute" you must include the skills that come with it. The str. line has roughly the same amount of skills as the tactics line, which is quite alot, and most of them are useful in different situations.
I would still say fast casting is the worst. Theres no e-management (like most of the other primaries) incorporated in the line, and there are only a few skills in it and require it to be atleast max to be entirely effective. How many mesmer spells take longer than 2 seconds to cast? Most if not all mesmer interrupts are already at 1/4 second cast, and I would like to tell the player who can interrupt a 1/4 cast time consistently to get a life and use their reflexes in a something useful, like a sport. I still argue that fast casting is the worst primary attribute because it does not benefit mesmer skills as greatly as other professions primary does.
Rate the Primary Attributes
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Originally Posted by knives
I would like to tell the player who can interrupt a 1/4 cast time consistently to get a life and use their reflexes in a something useful, like a sport.
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Quote:
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Originally Posted by knives
How can you say strength is bad? When you look at the "attribute" you must include the skills that come with it. The str. line has roughly the same amount of skills as the tactics line, which is quite alot, and most of them are useful in different situations.
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Originally Posted by DeBron
^Title is pretty self explanitory.
Best to worst IMO (in terms of general usefulness, not linked skills) |
If we're talking about linked skills as well, energy storage suddenly shoots up several notches, as does critical strikes.
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Originally Posted by Chicken Ftw
It's not really reflexes if someone's interrupting a 1/4s cast consistently. It's more like experience and being able to predict the enemy's movements (or blind luck and spamming ints <_<). A lot of interrupts themselves are longer than 1/4s, which means that even if you reacted immediately after seeing the casting animation, you couldn't catch the 1/4s spell being cast. However, if you knew beforehand exactly when they'd use it, you'd have a much better chance of firing off an interrupt at the right time. ;x
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Oh and not linking a primary attribute to skills it has is like the common argument against mesmers: they are conditional. Some work better in certain circumstances, while others do not. That is why I said the skills in the line "must" be included. The only two mesmer skills I've atleast seen some use in is Mantra of Recovery and Power Return, 3 of the 8 skills in the mesmer FC line only work when using signets making it even more useless. The str line of the warrior has skills that have been used or people are using them at the moment. IWAY, Battle Rage, Bulls Strike,Defy Pain, Dolyak Signet, Endure Pain, Flail, Lions Comfort, Rush, Protectors Strike, SPRINT. Just to name a few I am familiar with. *Not all of those are being used at the moment but have been at sometime or another in high level PvP(ex. Protectors Strike w/ a hammer makes the hammer attack quickly like with distracting blow and was used extensively in the past) or in PvE.
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Originally Posted by knives
But how many people are psychic? o.o Which interrupts are longer than 1/4 second in the mesmer line? If you see one, be sure to tell me.
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Also, you never specifically stated that the skill interrupting the 1/4s cast was a mesmer skill, just that most mesmer interrupts are 1/4s. I never said mesmer interrupts were longer than 1/4s, just that some interrupts were.
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Originally Posted by knives
Most if not all mesmer interrupts are already at 1/4 second cast, and I would like to tell the player who can interrupt a 1/4 cast time consistently to get a life and use their reflexes in a something useful, like a sport.
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Originally Posted by Chicken Ftw
It's not psychic to know that a monk who just got a key spell interrupted is likely to use it again as soon as it recharges (just an example).
Also, you never specifically stated that the skill interrupting the 1/4s cast was a mesmer skill, just that most mesmer interrupts are 1/4s. I never said mesmer interrupts were longer than 1/4s, just that some interrupts were. |
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well let's see Dolyak Signet=signet so no energy, Defy Pain=low adrenaline, endure Pain=5 energy so I used 5 energy and some adrenaline for not being able to be knocked down +62 armor, and + 628 health at 16 strenght. It seems worth it to me and that's only 3 skill slots so with a res you have 4 slots for attack skills.

the average joe runner uses str..