Quote:
Originally Posted by Shasgaliel
Paragons and sins are overpowered in PVE and almost useless in PVP. Rits are used as runners if at all... Actually can you give me an example of rit nerf due to pvp? Excuse my lack of knowledge but I just do not get where you take your ideas from.
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Communing. Stuff like [shelter] and [union] used to cast faster and be cheaper energy wise, making it way to easy to have a bunch of rits spamming defense and throwing a-rage around in HA(i remember rit spike, it sucked to fight). You'd have 8 rits or N/rts with like 4 shelters/unions between them, and other communing offense and defense. In PvE it was just barely workable with rit lord, it wasn't easy but in most areas you could keep communing defense going if you were good and maybe had a bip(this was before HM too), and the offense spirits were pretty decent turrets, but after they had to kill communing in PvP before the split, it just became useless. After the split they did fix Rit Lord, but the rest of the communing line is still untouched. The low level spirits don't have the health to keep up with the damage output of newer HM enemies, they die to fast and have far to long downtimes. The only remotely useful rit in PvE is channeling support with restoration party wide heals, or just straight channeling offense. [edit] I forgot, some people like spirits strength, but since I made my rit a mini-mule i dont have room for the weapons...
Now after the pvp/pve split they could make rit communing defense and offense viable in PvE, which was always weaker than monk prots and necro minions, without screwing up the balance against real players. Remember, even though they're predictable and dumb, pve mobs are about 4-10 levels stronger then you and attack faster.