Update - Thursday August 16
Dervish Warrior
spikes for ritualists are now in-effective ... only spirit rift and gaze from beyond can do damage now... why cant someone other than A-Net work on guildwars As soon as something is good.. its nerfed again, just watch, they will nerf everything again soon... and then rit will be a complete waste of time...
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
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
Winterclaw
Quote:
spikes for ritualists are now in-effective |
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
Guardian of the Light
Quote:
Originally Posted by Winterclaw
At least rits had a spike. Ice els never had that oppertunity.
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fenix
Hahahah nice Rit change, this owned Ancestor's Rage in spikes more than Exhaustion did. Anyone know what the new trigger words are for party search?
Avarre
Quote:
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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Some good changes.
lucifair
thank god i didnt hafta delete my rit...especially wit that cool female rit armor coming out in GWEN ^ ^
Dr Strangelove
Looks good, still a few more tweaks needed on the rit skills:
Spirit burn - It's a low damage immolate with a long recharge and a condition now. Just make it a conditional version of immolate ffs.
Xinrae's crap - Yay dead skills. Just drop the recharge and lessen the mes effect. It's not that insanely powerful.
Fix lamentation. It's broken. waaaahhh.
Make preservation have better targeting/range
Make signet of ghostly might last 30 seconds, not 10.
Clamor of souls needs to not suck.
Spirit burn - It's a low damage immolate with a long recharge and a condition now. Just make it a conditional version of immolate ffs.
Xinrae's crap - Yay dead skills. Just drop the recharge and lessen the mes effect. It's not that insanely powerful.
Fix lamentation. It's broken. waaaahhh.
Make preservation have better targeting/range
Make signet of ghostly might last 30 seconds, not 10.
Clamor of souls needs to not suck.
Moloch Vein
Nice. So, what this all pans out to, is that the people whining about the Rit nerf get it more or less reversed, while all the hex hate is firmly left in place.
Exactly who the hell is going to bother using Reckless Haste now? Nerfed twice in three days. At least it had a smaller energy cost in the first skill change. Now it's just a blatant nerf.
Bloody joke.
Exactly who the hell is going to bother using Reckless Haste now? Nerfed twice in three days. At least it had a smaller energy cost in the first skill change. Now it's just a blatant nerf.
Bloody joke.
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
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
Mad King Corn
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Exactly who the hell is going to bother using Reckless Haste now? |
Just keep sending Anet more money folks, buy GWEN and GW2, when the nerf bat hits them, perhaps it will be your wake up call.
gasmaskman
Quote:
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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Oh, and the fact that you got them for free?
Moloch Vein
Quote:
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 |
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.
Also, pardon me, but your logic is quite flawed. By your way of thinking hexes should be removed from the game ENTIRELY. All spirits should as well. Minions? Sure... trash them. You don't control them yourself, so it's not ACTIVE PLAY, right?
The entire POINT of a hex is "a malus put on another player or group of players with a fixed duration." OF COURSE it's going to be a "set and forget" skill to some extent.
glountz
Yay my spirit spamming glad farming build works again!
prism2525
Personally I'm not much of a Rit fan, but still, seeing Mad King Corn's post, I still agree that some of the PvE-only skills were nerfed badly (looks at Intensity).
However, Rit spikes were a real pain whenever I decided to go a bit PvP. Glad they fixed them good enough in an extremely *cough* short *cough* time.
However, Rit spikes were a real pain whenever I decided to go a bit PvP. Glad they fixed them good enough in an extremely *cough* short *cough* time.
Plague
I never really understood what the big deal was with Ancestors' Rage. Perhaps I'm missing something, but it's always relied on striking players next to a target ally (or you.) 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. You just end up striking melee targets, which will usually soak up your damage anyway. I suppose I'm just the type of player that always favors striking soft cast targets first, and likes that damage to come unconditionally at a whim.
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?
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?
around
Still waiting for a BLight buff...
Utaku
Quote:
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
Quote:
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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The one second delay, combined with enchantment status, makes it impossible to unleash a ritualist spike, while not hurting a single rit for pressure too much.
Sophitia Leafblade
Thanks Anet, good work
Patrick Smit
Quote:
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
Quote:
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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Happy with the Rit skills. I can live with ancestor's rage now, it'll be nice to have it back on my skillbar again.
Plague
Oh, is that all. What a bunch of pansies. Honestly. There've been dozens upon dozens of far worse things that have happened to other professions.
Really though, I never understood why Rits had Channeling magic to begin with. I can understand the need for them to have some offensive capabilities, but why not something more imaginative than just making new Air Magic spells? With the whole Necro vibe, the whole skill line could have just as easily been weak AoE ranged blood skills that enpower spirits, or skills that buff other players like wards cast from a distance... whatever.
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.
Really though, I never understood why Rits had Channeling magic to begin with. I can understand the need for them to have some offensive capabilities, but why not something more imaginative than just making new Air Magic spells? With the whole Necro vibe, the whole skill line could have just as easily been weak AoE ranged blood skills that enpower spirits, or skills that buff other players like wards cast from a distance... whatever.
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.
around
Quote:
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. |
It's not just a GvG issue, although it is more noticeable in that arena because of how important positioning is. The concept of frontline/midline/backline pervades through the entire GW experience, even PvE (I mean, you don't have your monks in front of your tanks).
Moloch Vein
Quote:
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
Er...I do believe the simple solution will just be to lower your curses attributes and put those into something more useful, like team support.
Moloch Vein
You encourage a PvE SS nuker to lower his Curses attribute?
around
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.
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.
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.
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.
around
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.
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.
zwei2stein
Quote:
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
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.
zwei2stein
Quote:
Originally Posted by Moloch Vein
...
... Inspiration Magic 8 Death Magic 5 ... |
Death magic should be 4+1, not 5 (unless you added that +1 there already)
That should give you enough to raise either SR a bit or blood a bit more.
Darkobra
Not read all the thread, don't have time to right now. But I AM going to say I LOVE the assassin updates. And also glad they unnerfed the ritualist. That much exhaustion on one skill bar would get too annoying.
Moloch Vein
Quote:
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. |
As a sidenote to zwei I don't feel like bringing tons of different armor so I just spec DM at 5, I like the +2E from the attunement rune anyway. Regarding Inspiration of course you are correct, it can be adjusted downwards, I sometimes switch rez for Power Drain which I like better specced a little higher.
The Goldenwolf
Nice to see that they unered the Ritualist and came to a compromise with some of the skills. Can't really comment on the Assasin as I've never played one but it seems good. Also glad that messages won't get cut off in Party Search now. Maybe Anet could try experimental weeks where communites and such get informed of skill changes which would be tried for a week, and an 'official' thread especially made so people can post their opinions and compromises. It'll Just a thought..
Well Thanks for listening Anet and hope to see more compromising and such in the future
Well Thanks for listening Anet and hope to see more compromising and such in the future
Lord Oranos
I'm not completely sure, but I was under the impression that even before the nerf to reckless haste, the percentages at 15 and 16 rounded back down to 50%.
If you want to run reckless haste, why not just take out gaze and put in AI, hell, use ai with the echoed ss if you want.
If you want to run reckless haste, why not just take out gaze and put in AI, hell, use ai with the echoed ss if you want.
Burton2000
Love the unnerf to ancestors rage means its so nice having it on 1 rit in a team like we do.
Moloch Vein
Quote:
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
Quote:
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. |
[skill]Arcane Echo[/skill][skill]Spiteful Spirit[/skill][skill]Enfeebling Blood[/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 7
Death Magic 5
Blood Magic 7
Soul Reaping 8+1
Reckless Haste is useless for Hard Mode, since they get IAS capped. 50% chance of missing is nice, but I'd rather be hit for 20-30 instead of whatever obscene damage some monsters hit when they wander into your backline.
Quote:
Originally Posted by Moloch Vein
Death magic should be 4+1, not 5 (unless you added that +1 there already)
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Quote:
Originally Posted by spawnofebil
Although on an unrelated note it does look...suboptimal.
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