
guess that it being a 1 second enchant can maybe make dervish's better.. but that is about it.... but.. dont worry.. cause dervish will be nerfed too

Dervish Warrior
Winterclaw
spikes for ritualists are now in-effective |
Dervish Warrior
Guardian of the Light
Originally Posted by Winterclaw
At least rits had a spike. Ice els never had that oppertunity.
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fenix
Avarre
Originally Posted by Dervish Warrior
probably did at some stage, until a-net saw it... and water ele's are meant to be more of a pressure type of element in the means of slowing opponents down
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lucifair
Dr Strangelove
Moloch Vein
Mr. G
Mad King Corn
Exactly who the hell is going to bother using Reckless Haste now? |
gasmaskman
Originally Posted by Mad King Corn
This kind of nerfing is why Anet will never get another penny from me, my mind was made up after the PVE only skill nerfs, a day after they gave them to us!
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Moloch Vein
Originally Posted by Mr. G
^
The reason rits got "reversed" as you put it was beacuse of the very clumsy nerf to then, they have NOT been reversed, but the skills tat make spiking possible have gone Hexs were a needed nerf, and werent as slap-dash as the rit nerfs As you may or may not know, Anet are seriously enforcing active play, so tese fire and forget hexes need to be nerfed |
glountz
prism2525
Plague
around
Utaku
Originally Posted by Plague
I can't even remember how the skill used to function, aside from that it requires you to target yourself or a frontline attacker (or a backline with a an frontline on them.) Could someone refresh my memory, so I can understand why everyone is convulsing over this skill having a one second delay?
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Avarre
Originally Posted by Plague
As such, you can't target backline targets anyway; not unless you walk up next to them, or you have your own frontline chasing them down.
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Sophitia Leafblade
Patrick Smit
Originally Posted by Moloch Vein
..Reckless Haste now has a 15e cost for a MAXIMUM duration of 12 seconds. Its miss rate has been _LOWERED_, not raised. It's practically been destroyed.
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Cebe
Originally Posted by Patrick Smit
This is not true, it has been raised for attribute levels 13 and lower I believe, and lowered for 15 and up. I could be off here, but if i remember correctly 14 curses (or 15?) gave u 50% miss, I was using it a long time ago on a build using PoF, SoF and RH amounting for an exact 100% miss chance. 15 and higher means you have major/sup runes.
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Plague
around
And not every team has a frontline. Most do. And not all of those teams with a frontline will actually follow the target they're supposed to. I think this is more of a GvG issue; in which case, you get asbolutely zero sympathy from me. |
Moloch Vein
Originally Posted by Patrick Smit
This is not true, it has been raised for attribute levels 13 and lower I believe, and lowered for 15 and up. I could be off here, but if i remember correctly 14 curses (or 15?) gave u 50% miss, I was using it a long time ago on a build using PoF, SoF and RH amounting for an exact 100% miss chance. 15 and higher means you have major/sup runes.
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around
Moloch Vein
around
Moloch Vein
around
zwei2stein
Originally Posted by spawnofebil
16->14 means you miss all of 4 damage per proc.
There's no point in endlessly shoving attribute points into a single attribute unless you're going to hit a specific breakpoint, sich as +7 rege for FN at 7 shadow. |
around
zwei2stein
Originally Posted by Moloch Vein
...
... Inspiration Magic 8 Death Magic 5 ... |
Darkobra
Moloch Vein
Originally Posted by spawnofebil
Are you being deliberately obtuse?
I said take a few points out of curses since Reckless no longer scales (hey, maybe even 1, that will give you an extra 20 or so attribute points to play around with) and maybe distribute them around your other attributes (such as Blood or Soul Reaping). I fail to see how 'take a few points out of curses' suddenly turned into 'your build is shit'. Although on an unrelated note it does look...suboptimal. |
The Goldenwolf
Lord Oranos
Burton2000
Moloch Vein
Originally Posted by spawnofebil
Then again, if you decide to focus on 5 attributes but want to have 12 in one of them the other ones are going to suffer.
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CHunterX
Originally Posted by Moloch Vein
This is starting to get pretty amusing. What do you suggest that an SS nuker should put those points into, and which skills should he bring?
I'll give you my exact build for Hard Mode The Deep. [skill]Arcane Echo[/skill][skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Verata's Gaze[/skill][skill]Spinal Shivers[/skill][skill]Inspired Enchantment[/skill][skill]Blood Ritual[/skill][skill]Resurrection Signet[/skill] Curses 12+1+3 Inspiration Magic 8 Death Magic 5 Blood Magic 2 Soul Reaping 9+1 I was under the impression that I was running an optimized build, but now I see I have just been endlessly shoving attribute points into Curses. So, let us see. We have Spinal Shivers, which is absolutely indispensible. We have Blood Ritual, which is absolutely indispensible. We have Inspired Enchantment, which is absolutely indispensible. I don't think I need to explain why Spiteful and AE is indispensible. So, we've already established that Reckless Haste is now fairly useless. Strike that. Come to think of it, I'll give you the rez sig slot as well. Don't need to rez anybody. And Verata's Gaze too. After all, what's the deal with snatching a level 32 Golem. Better let the BiP run and do it and get killed on the midline. You have 3 open slots and 36 attribute points, which you aren't supposed to invest in Curses. Show me something l33t, baby. |
Originally Posted by Moloch Vein
Death magic should be 4+1, not 5 (unless you added that +1 there already)
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Originally Posted by spawnofebil
Although on an unrelated note it does look...suboptimal.
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