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Originally Posted by Deadshot Seven
My idea for spawning power can basically be the same as boon of creation. Get rid of that skill, and give a certain amount of health and energy whenever a spirit or other creature is made, and possibly when a spirit dies.
Like, at 12 spawning power you get 5 energy and are healed for 30 health whenever you create a spirit or minion, and are healed for another 30 or so when (only a spirit) dies.
So basically, the opposite of a necro. Get energy and a small amount of health for making something, while the necro gets the energy when something dies.
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Interesting idea, but it largely still has the same problems SP does currently - only useful (or at best, only more useful than SR) for specific builds. In fact, it may even be worse than SR
all the time if SR continues to work for your own spirits.
Quote:
Originally Posted by pingu666
i know its not a primary attribute, but changing pets abit could be good
mainly, charm animal (if pet is dead, you res pet with 10...30% health and you loose all energy. maybe reset all your skills too
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Largely agreed - pets eating 1/4 of your bar at minimum is a strong deterrant. Personally, I'd argue for removing the current function of Charm Animal entirely, and make it so that bringing
any skill that specifically requires your pet will cause your pet to appear, and can be used to charm a pet if you're currently petless.
Quote:
Originally Posted by cthulhu reborn
More on a general note, I feel that there is a problem with some primary attributes because it makes some classes better at running other classes. The best examples for this are the necro/rit healer and the ranger/necro toucher.
Just the fact that that is possible is a major fault to me. A rit healer should be better at restoration than a necro etc. The trend generally is exactly that. Why are there Mesmer/Ele's? Because they can cast AoE spells faster. I can't accept that that is the point of primary attributes.
They should serve to make the primary class be better at their own class. That should be the focus for it. The secondary class shouldn't be the mainstay of skills used in the skill bar. To me that is a sign of failure of the dual class system.
Expertise should never give an energy discount on necro skills for that toucher build...it's epic fail.
Or perhaps a split idea where one effect works on the primary only and another on both classes. Example would be the fast casting idea that it casts spells faster for both mesmer and secondary but that an added faster recharge of spells would only work for actual mesmer spells. Just as an idea.
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Personally, I don't see 'running the secondary' being better than primaries as a problem for niche builds. If casting speed is more important for a build than the benefits of ES, than it's entirely reasonable for a Me/E to be superior than an E primary... up to a point. Touch rangers are borderline cases... but I don't really think we're going to see a bunch of necromancer primary touchers crop up if the ability to make touch rangers is removed, do you?
It's the N/Rt that makes it silly - because in that case it's not so much that the N/Rt is occupying a niche, but that it works for such a wide spread of potential Ritualist builds that it's the Ritualist primaries that get forced into niches.
To summarise... for most Elementalist and Necromancer builds, you're still going to use an Elementalist or Necromancer primary despite the presence of Me/Es, touch rangers or orders dervishes. For most Ritualist builds... if you're looking for power and you have complete freedom of equipment, you'll use the N/Rt.
This is the problem.
Quote:
Originally Posted by Enix
Also, Empathy and Backfire need AoE PvE versions, and EVERYONE would take Mesmers in pugs.
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Visions of Regret effectively is the area-of-effect Backfire. And I've maintained almost since release that SS should have been a Mesmer skill.