Call to torment in Hard Mode - NOT NEEDED!

Red-Tide

Red-Tide

Lion's Arch Merchant

Join Date: Jun 2005

Edmonton, Canada

[Liar]

Mo/

Frustration thread!

Arms of insanity can spawn at will in Nightfallen Jahai, they use Lightning Reflexes and them call to torment and its damn near impossible to stop. In a matter of minutes you could have 1/2 dozen Arms to deal with (plus the rest of the mob).

I really dont think Call to Torment is necessary with lvl 30 demons.

I love the addition of hard mode and am having much fun with it, but my complaint above, I feel is valid. Arms of Insanity are insanely powerful in hard mode.

Anyone else encounter this thus far?

RTSFirebat

RTSFirebat

The Humanoid Typhoon

Join Date: May 2005

UK

Servants of Fortuna [SoF]

R/

Yeah I seen this first hand. Spike of Nightbringer's Gaze does them in, but doesn't help when your soloing with henchmen.

Neriandal Freit

Neriandal Freit

Forge Runner

Join Date: Nov 2005

Spiral of The Red Rose, Kryta (Columbus, IN)

Heros of Titans Realm [HotR]

E/

Just keep in mind - ANET is going to be observing these sort of things an make necessary changes to everything.

EPO Bot

EPO Bot

Desert Nomad

Join Date: Aug 2006

Mo/N

Rigor mortis seems mandatory.

Juicey Shake

Juicey Shake

Jungle Guide

Join Date: Jun 2005

CA

in it for the trimmmm

R/

wild blow + enchant removal is gg

Sub Frost

Sub Frost

Krytan Explorer

Join Date: Aug 2005

Portugal

R/

Call to Torment isnt new, so there's pretty much no way they would have removed it in hard mode.

But getting to the problem u mention, theres a... lets say... "efficient" way to deal with Arms of insanity...



eggs0wn

eggs0wn

Krytan Explorer

Join Date: Jun 2006

Wild Blow is you friend

Fr_3_aK

Fr_3_aK

Wilds Pathfinder

Join Date: Dec 2005

Australia

they take double dmg in Call to torment.... obviously your build is lacking dmg

flipfly2004

flipfly2004

Krytan Explorer

Join Date: Apr 2006

A/

in elona, wild blow is my best friend ^^

perfect

Frost Gate Guardian

Join Date: Jun 2005

ANET! I've always though Call to Torment should not be a shout but a skill that takes time to cast so you can interrupt it! PD mesmers would be the new shiz in torment.

Tarkin

Tarkin

Jungle Guide

Join Date: Dec 2005

W/N

Quote:
Originally Posted by Fr_3_aK
they take double dmg in Call to torment.... obviously your build is lacking dmg Arms of insanity are a pain in the ass...

The combo is troll ungument + light reflexes + call or torment + ranger armor + bonus against elemental damage... they are hard to kill and a danger to henchs and heros because Barrage...

I kill monks, eles, necros, mesmers, other classes, rangers torments in this order to at end focus damage only in ranger, spread heros and henchs with flags.

1 arm not a real problem
2 arms a problem
3 big trouble
4 forget

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

Quote:
Originally Posted by perfect
Call to Torment should be a skill that takes time to cast so you can interrupt it! Absolutely. They could reduce the cast time to 2 seconds but make it interruptable...that would create a bit more strategy than is currently involved in those areas.

Red-Tide

Red-Tide

Lion's Arch Merchant

Join Date: Jun 2005

Edmonton, Canada

[Liar]

Mo/

Quote:
Originally Posted by Fr_3_aK
they take double dmg in Call to torment.... obviously your build is lacking dmg You obviously dont know what Lightning reflexes does - For 5...10 seconds, you have a 75% chance to "block" melee and projectile attacks, and you attack 33% faster.

Making double damage all but useless...

And yes time to equip my heroes with Wild Blow - until now I only brought it when absolutley necessary.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

I also kill the arms last. If you try to kill them first the hench sometimes break off and start targetting other things, and the arms just multiply and multiply. By taking everything else out first you can have the hench target the stupid arms with more reliability.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Arm of Insanity's are very annoying, especially in hard mode, but their easy to counter. Lightning Reflexes does nothing to stop hexes/spells, and wild blow > stances.

Quote:
you could have 1/2 dozen Arms to deal with (plus the rest of the mob). Then kill then last.

Ferret

Ferret

Elite Guru

Join Date: Jul 2005

England

Ferrets Unity of Rogues (FUR)

R/Mo

Call to Torment has always been overpowered anyway, let alone having it in hard mode.
If there was ever a skill in need of a nerf, this is it. It needs to be interruptable or have a longer duration before spawning.

Tarkin

Tarkin

Jungle Guide

Join Date: Dec 2005

W/N

Quote:
Originally Posted by Ferret
Call to Torment has always been overpowered anyway, let alone having it in hard mode.
If there was ever a skill in need of a nerf, this is it. It needs to be interruptable or have a longer duration before spawning. Nice Ferret...

EPO Bot

EPO Bot

Desert Nomad

Join Date: Aug 2006

Mo/N

"The good thing about being me is that there are so many of me!"

As long as the bosses don't use it i won't complain. It's still hard mode after all.

tyche7

tyche7

Lion's Arch Merchant

Join Date: Jul 2006

Nebraska

The Killer Panda Bears

W/Mo

I agree it's unnneeded in hard mode. Or put a cap on it that a clone can't clone and only an original could clone itself... ?? Just an idea.

jammerpa

jammerpa

Lion's Arch Merchant

Join Date: May 2006

Sunny FLA

Omega Knights

N/Me

Hehe, STOP BITCHING about hard mode. Jeeze, it's called hard mode for a reason and I love the pve challenge.

You wanna be able to steam roll over everything with ur hero's/henchies then do normal mode. Otherwise, use your brain and select from the 100's of skills and find a way to beat it.... like me.

LONGA

LONGA

Krytan Explorer

Join Date: Sep 2006

Thailand

Agot

N/

I wish develppoer put a disable on call to torment for the cloned one or make it a one time use like res-sig will slove the problem.

qvtkc

Wilds Pathfinder

Join Date: Apr 2006

Quote:
Originally Posted by Red-Tide
You obviously dont know what Lightning reflexes does - For 5...10 seconds, you have a 75% chance to "block" melee and projectile attacks, and you attack 33% faster.

Making double damage all but useless...

And yes time to equip my heroes with Wild Blow - until now I only brought it when absolutley necessary. Hmmmmmmmm doesn't Lightbringer Gaze work in Hard Mode?

Red-Tide

Red-Tide

Lion's Arch Merchant

Join Date: Jun 2005

Edmonton, Canada

[Liar]

Mo/

yes but it doesnt interrupt call to torment...

marmaduke

Ascalonian Squire

Join Date: Mar 2007

Stance removal... but... you can also bring along an earth elementalist w/ Obsidian flame. 284 dmg is enough to finish off any call-to-torment demon except for those few that begin using the skill at >50% life.

lioka pelenoria

lioka pelenoria

Ascalonian Squire

Join Date: Apr 2006

Xen of Onslaught

Mo/Me

Heh, just let them spawn at will so you can ramp up your vanquish points... use anet's sick sense of difficulty against them and farm up thousands of gold and xp points

Hyper Cutter

Hyper Cutter

Desert Nomad

Join Date: Jun 2006

Knights of the White Eye [HINA]

Personally, I'd like them to fix the Spears so they don't Call when their health is still pretty high...