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Originally Posted by J.Kougar
Why would they? The skills in Critical Strikes primarily suck, and the benefit to actually getting critical hits is pathetic in comparison to the bonus given by Dagger Mastery and the great damaging skills that come with it.
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Um Twisting Fangs? Unsuspecting strike? Critical eye? Malicious strike so you can upkeep Critical agility?
It is advantageous to spec at least 8 in critical strikes just for energy return.
Not to mention way o the Assassin on a no-elite sin build is basically the best way to upkeep critical agility if you do not want to micromanage it.
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The Assassin skill Critical Agility now has been make less effective for nonassassins, which I think is a splendid thing.
As far as the Elementalist skills go, they were hit harder than the had to be. Regardless, while Intensity was nice it wasn't very game-breaking as people say it was. At least not on its own. Maybe with armor ignoring spells it was ridiculous but with normal elementalist spells like Fireball the 119 damage just gets upped to 142. Now in hard mode on level 30 mobs, the 142 does not hit for 142...so it isn't a big deal. More likely it does around 50 or so given the lack of armor penetration. On the other hand with skills that are armor ignoring there is an imbalance is created (mainly with things like Spiritual Pain and Cry of Pain).
Elemental Lord was nice as a cover enchantment but the high recharge prevents it from replacing Aura of Restoration or Mystic Regeneration. Now it is more or less useless.
Cry of Pain is definitely better now. It is workable. Cheers to Arenanet.
Ether Nightmare didn't change at all really given the dominance of SF elementalists, degen from Curse or Blood Necros, and Apply Poison/burning arrow rangers. They really ought to use the same mechanic as Spectral Agony (Mursaat skill), Spirit Light Weapon, or Shameful Fear, which is a number per second instead of a health degeneration pip. At least then it would work no matter what your team runs.
Like the assassin skill, the paragon skill "There's Nothing to Fear" is more for paragons than other professions now (sorry necros and eles).
Then you see the Ritualist change for Vampirism and scratch your head. It makes no sense. Sure it is more upkeepable with Draw Spirit now...but what's the point? It was longer than the recharge time beforehand...making it a trivial change at best especially since it is 10 energy and not 25 like some of the more ridiculously expensive spirits such as Anguish, Dissonance, Shelter, Recuperation, and Disenchantment.
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As far as the Faction change is concerned, it more or less reinforced the suspicion i had. Faction was meant to be doubled for the skills and donations (anything but grabbing rare materials). The abuse of making new characters repeatedly for those skills, was not.