Quote:
Originally Posted by Lagg
Except that for some seemingly random reason, some skills are linked to the primary attribute and others are not.
Why is it that my Warrior can no longer use "There's Nothing to Fear!" (I had worked out a pure adrenaline build with a Zealous Axe that provided just enough energy to keep it up constantly) but any other melee profession can use Whirlwind Attack or "Save Yourselves!" with no penalties?
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It's not random at all. When ANet first announced the PvE only skills, they said it was to make Mesmers better (in response to a popular thread on these forums about why Mesmers are the most underused and perhaps worst class in PvE, something that most of the "expert" PvE players seemed to agree on at the end). Later on ANet stated that they will improve the lesser used PvE classes (not just Mesmers). They stated their goals clearly (at first it even sounded like Mesmers were going to be the ONLY ones receiving PvE skills). Quite simply, they wanted to make Mesmers, Sins, and Paragons good at something. There was no reason to bring anything other than MM/SS Necros, Monks, Eles, Warriors, and sometimes rangers because there is nothing useful in PvE that Mes, Sin, or Para can do that those class cannot do better.
Whirlwind attack is not that big of a deal. I tried it on my assassin and it was pathetic, because the dagger's base damage is so low. +20 damage is nothing when some of the assassins normal skills such as death blossom does something like +45 twice to adjacent foes. Dervishes already do AoE attacks naturally with their scythe, so Whirlwind attack simply adds a little damage (they already have better skills already to do that). Whirlwind attack does open up some possibilities for Hammers and Swords though, although I think it can use a buff, maybe some armor penetration.
I do sense a nerf for Save Yourselves coming though. Not only can paragons use it well, it will find it's way on the bars of paragons, assassins, dervishes too. Even having near god mode for 50% of the time is very good. It's just that 95% of the people can't get the skill yet cause they don't have enough allegiance title, so there is not much talk about it yet. I can imagine a critical agility assassin maintaining Save Yourselves for most of a battle and a paragon obviously benefits a lot from it too.
What's wrong with "There's nothing to fear"? Well, it could be used by Warriors, Rangers, and Necros as well as it could be used by Paragons. Where does that leave the Paragon? Way down at the bottom of the pile again. Mesmers got some nuking type skill in Cry of Pain. However, Elementalists got two skills that made them completely destroy everything. So the Mesmer is once again at the bottom of the food chain (On a side note, I disagree with turning the Mesmer into a partial nuker, while it makes them more desirable, it doesn't fit with their class that well). Assassins can actually survive for a little bit with Critical Agility, but Warriors and Dervishes seem to be able to use it better. So why bring an Assassin?
The MM/SS Necro is already one of the most used in the game, they don't really need the god mode skill "There's nothing to fear". Even without Intensity and Elemental Lord, Elementalists are still the best nukers.
The nerfs were necessary to keep the original goals in mind, which is to make the less desirable classes more wanted. I do have some problems with it though, but it's a step in the right direction. Some of my complaints: PvE Warriors suffered a lot from the 25 armor max cap, which was made to prevent some really cheesy PvP builds. They should get a PvE skill that improves their armor. After all, they are suppose to be the "tanks". The Ranger and Ritualist skills can be buffed a little more. I don't think that Elementalists should get skills that make their nuking far more stronger than it already is, but they should get something. Note that water, earth, and lightning are not used in PvE. Something that would open up the other lines of magic would be nice (although it would probably be difficult to think of something that does that). Ether nightmare can use some reworking. Degen itself is kinda broken in PvE because monsters have ridiculous amounts of HP, but Degen doesn't stack well (caps at 10). There is no point in bringing Ether Nightmare if you already have a SF Elementalist.
On another note, people have a problem with the nerfs because they were given something, and then it was taken away. If they only came out with Mesmer skills that mesmer primaries can use, then people would be saying "great!" they saved the mesmer class. Or ANet came out with the current patch the first time around, you will hear some people complain that they didn't get a great skill, but most of the people will quote ANet and say that the point is to buff the weak classes. People tend not to be as thankful as they should when you give stuff to them, and they tend to have a much bigger problem when you take stuff away from them.