As for mesmers, it is nice, but we need FC to REDUCE TEH RECHARGE of spells! How should we be able to interupt and cast as crazy if our spells take a century to be ready to be used again? And i realy dont get you ppl for complaining for that hard mode challenge mission nerf. I mean, seriously, do you ever do anything but farming? And i can understand farming for money, but farming for some stupid pve title that everyone has? get a life!
Mesmer and SR changes June 7th update.
10 pages • Page 8
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| I mean, seriously, do you ever do anything but farming? And i can understand farming for money, but farming for some stupid pve title that everyone has? get a life! |
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but on topic...SR i can live with, ive never liked the uber energy of necros...but still only your own AND 15 seconds? one of the toher please
And if this is a mesmer buff for PVE...god help us, all i see is PvP buffs
So...what's the Mesmer buff? If it's only being able to interrupt Shouts and Chants it's pretty crappy, useless and don't understand why they wasted their time on it...
About Soul Reaping, I'm not sure, but I think the description at my Master of Whisper's Soul Reaping attribute is still the same as before the update...
About Soul Reaping, I'm not sure, but I think the description at my Master of Whisper's Soul Reaping attribute is still the same as before the update...
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Originally Posted by Milennin
So...what's the Mesmer buff? If it's only being able to interrupt Shouts and Chants it's pretty crappy, useless and don't understand why they wasted their time on it...
About Soul Reaping, I'm not sure, but I think the description at my Master of Whisper's Soul Reaping attribute is still the same as before the update... |
The Mesmer buff (so far) is that FC now works on Signets really. Power skills affecting Paragon Chants (not Shouts, as those are instant and can't be interrupted at all) is more a nerf to Paraway rather than buffing Mesmers.
Then there were 2-3 changes to other Mesmer skills that really don't matter. At all.
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Originally Posted by 6am3 Fana71c
As for mesmers, it is nice, but we need FC to REDUCE THE RECHARGE of spells! How should we be able to interupt and cast as crazy if our spells take a century to be ready to be used again?
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Just in case noone else has checked and noticed...this is from official Wiki:
[edit] Update 1 - Thursday, June 07, 2007
[edit] Bug Fixes
Fixed a bug in Fort Aspenwood that allowed the Warriors to be lured away from their destination.
[edit] Miscellaneous
Made additional preparations for the Alliance Battle weekend event.
Removed an incorrect +5 Energy Bonus that was added to General Morgahn's Primeval Leggings.
[edit] Guild Wars Wiki Notes
This update introduced a number of bugs, which were fixed in the second update:
Players were unable to select Hard Mode in Challenge Mission outposts.
The description of Soul Reaping in the Skills and Attributes Panel erroneously read: "For each point of Soul Reaping, you gain 1 Energy whenever a creature near you dies. You may only gain Energy in this way 3 times every 15 seconds. You only gain Energy from Spirits you control."
The description of Fast Casting erroneously read: "Fast Casting decreases the casting time of your Spells. Additionally, each rank in this attribute decreases your Signet activation times by 3%."
The description of Spawning Power erroneously read: "For each rank of Spawing Power, creatures you create (or animate) have 4% more Health, and weapon Spells you cast last 2% longer[sic]. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power."
Many mesmer skills that only work if your foe was casting a spell, such as Power Drain, Power Spike, Power Block or Power Flux, had their descriptions altered to state that they also worked on chants.
Note the word 'erroneously' used in there...there have been NO changes yet, though this may be a possible sneak preview of what is to come.
[edit] Update 1 - Thursday, June 07, 2007
[edit] Bug Fixes
Fixed a bug in Fort Aspenwood that allowed the Warriors to be lured away from their destination.
[edit] Miscellaneous
Made additional preparations for the Alliance Battle weekend event.
Removed an incorrect +5 Energy Bonus that was added to General Morgahn's Primeval Leggings.
[edit] Guild Wars Wiki Notes
This update introduced a number of bugs, which were fixed in the second update:
Players were unable to select Hard Mode in Challenge Mission outposts.
The description of Soul Reaping in the Skills and Attributes Panel erroneously read: "For each point of Soul Reaping, you gain 1 Energy whenever a creature near you dies. You may only gain Energy in this way 3 times every 15 seconds. You only gain Energy from Spirits you control."
The description of Fast Casting erroneously read: "Fast Casting decreases the casting time of your Spells. Additionally, each rank in this attribute decreases your Signet activation times by 3%."
The description of Spawning Power erroneously read: "For each rank of Spawing Power, creatures you create (or animate) have 4% more Health, and weapon Spells you cast last 2% longer[sic]. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power."
Many mesmer skills that only work if your foe was casting a spell, such as Power Drain, Power Spike, Power Block or Power Flux, had their descriptions altered to state that they also worked on chants.
Note the word 'erroneously' used in there...there have been NO changes yet, though this may be a possible sneak preview of what is to come.
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Originally Posted by XvArchonvX
...just seems a little strange to me since I never got the impression that A-net thought PvP mesmers needed a buff.
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I maintained that I was happy with my mesmer, though, so I'll just watch how this progresses with interest.

R
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Originally Posted by visitor
And as a necro, if you´re having energy management problems, well you´re doing something wrong. Take offering of blood or something like that.
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But personally I LOVE the Soul Reaping change, before it I used to avoid playing MM because it was far to easy and I found it no fun at all.
Now since the change I have to actually keep an eye on what I do and it's great , I still rely purely on Soul Reaping for energy though and I never seem to have many problems getting my army up and casting OoU as soon as it recharges.
When I play curses energy can get a little bit tight but I replaced Arcane Echo with guilt, and got a 20/20 weapon set and once again I rarely seem to have any problems spamming my curses. Most times when my energy is gone i'm waiting for things to recharge anyway.
Also we don't even know if these changes are final yet, it looks like Anet made a mistake in changing the descriptions and that's why they repatched it and reverted it back.
The fact they never left the text as it was AND changed the actual skills implies that they aren't finished tweaking yet. So let's just wait and see what happens?
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Originally Posted by Series
This is the worst thing Anet has ever done.
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Loot scaling was the worst thing Anet has ever done.
Hard Mode was the worst thing Anet has ever done.
AoE Scatter was the worst thing Anet has ever done.
<Any random update> Was the worst thing Anet has ever done.
Get the picture?
Fast casting to signet, that's the only Buff I was wishing for, SR was always retarded anyway, so why does that matter?
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Originally Posted by RSGashapon
Who, among the player base, asked for SR to be changed in the first place?
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Whether you like it or not, Anet have realized that soul reaping was overpowered in both PvP and PvE and have changed it accordingly. You can bang your heads your keyboard but that won't change the fact that SR DID need some sort of cap.
I personally like this change and think it is more "elegant" that the previous one, though it still seems kinda clumsy. I think both changes (3 every 15 and "only trigger SR of your own shit") fix SR in both PvP and PvE.
As for increase signet cast speed, I think this promotes hex builds (1 sec humility is pretty strong), though most hexes should be getting adjusted with the next balance patch. Other than that I do like it. Might actually start seeing weariness on those 2 mes/1 necro hex teams in GvG.
As for mesmer interupts, (for those of you that don't get it) chants are technically shouts that HAVE cast times, such as defensive anthem, song of restoration, and song of purification. This makes having a mesmer a bit more valid in HA as it can now shut down those annoying dual defensive anthems paragon teams.
R
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Originally Posted by Lord Mendes
skipped straight to the last page, didn't read your post.
Though this will probably be the next change. |
There's no point in getting all worked up over something that might not even happen.
Personally i'm going to wait and see what happens and if it's true i'll see how it works THEN i'll pass judgement.
Even if it is true until you've tested it you can't accurately say how it works / will work.
N
Maybe I've missed this somehow since I haven't played my necro in a longtime, but with this timer now then is it possible for a MM with SR at 12 to have 3 minions get nuked and die within 1st five seconds and only receive 1/2 SR from them (6+6+6=18) before any enemy die so then your screwed and only got 1/2 SR until the 15 second timer is up.
Just curious.
Nevermind. I misread the update and it says spirits no longer give only 1/2 energy. oops
Just curious.
Nevermind. I misread the update and it says spirits no longer give only 1/2 energy. oops
I don't understand how people can say that the 3/15 Soul Reaping is worse than 1/5. Sure, it's not perfect, but it's a hell of an upgrade.
Especially in PvE--your group encounters enemies, you cast shit on them, they die, you get three charges of Energy back (which is what, 30? i don't know how much necros usually run). You cast some more, things die, you might miss a few charges but fifteen seconds is not all that long--especially if it starts counting from the first triggering.
Especially in PvE--your group encounters enemies, you cast shit on them, they die, you get three charges of Energy back (which is what, 30? i don't know how much necros usually run). You cast some more, things die, you might miss a few charges but fifteen seconds is not all that long--especially if it starts counting from the first triggering.
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Originally Posted by Lord Mendes
I personally like this change and think it is more "elegant" that the previous one, though it still seems kinda clumsy. I think both changes (3 every 15 and "only trigger SR of your own shit") fix SR in both PvP and PvE.
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1) lol, if by "elegant" you mean "overly complicated", then sure! sigh... simple fix almost everyone can agree to: no limit on numbers, but no energy from spirits or minions.
2) yeah it "fixed" SR... in the way that you take your dog to a clinic to get it "fixed".... really removes its soul...
d
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Originally Posted by Kakumei
I don't understand how people can say that the 3/15 Soul Reaping is worse than 1/5. Sure, it's not perfect, but it's a hell of an upgrade.
Especially in PvE--your group encounters enemies, you cast shit on them, they die, you get three charges of Energy back (which is what, 30? i don't know how much necros usually run). You cast some more, things die, you might miss a few charges but fifteen seconds is not all that long--especially if it starts counting from the first triggering. |
now, most of us aren't saying that soulreaping should be super overpowered, just that the fix is so incredibly stupid and its getting dumber. no time limit, no energy from allies' and enemies' spirits and minions. think of any problems with that??
