Making missions a bit harder.

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Currently editing the idea's for Balanced builds and not Monster skills. BBL

Mursaat Monk
[Aura of Faith][Contemplation of Purity][Draw Conditions][Dwayna's Kiss][Vigorous Spirit][Orison of Healing][Channeling][Spectral Agony]
Mursaat Necromancer
[Blood Renewal][Consume Corpse][Insidious Parasite][Life Siphon][Life Transfer][Mark of Subversion][Spectral Agony][Verata's Aura]
Mursaat Elementalist
[Chain Lightning][Enervating Charge][Thunderclap][Glyph of Concentration][Spectral Agony][Power Drain][Hex Eater Signet][Stoning]
Mursaat Mesmer
[Energy Surge][Ether Feast][Distortion][Power Leak][Power Drain][Drain Enchantment][Spectral Agony][Energy Tap]

Alright so the monk Has some added healing power with Dwaynas, and one more enchantment to manage energy and power contemplation. The necro has consume and verata's added to bring minion hate while also keeping its original build. The Ele was a bit harder to think about since it specs in Air, and there aren't many AoE air spells for core/proph. I added hex eater signet for a tiny bit of e management with AoE hex removal and stoning for some KD with enervating. The mesmer I got rid of its stances which either made it weak against all elements or strong against fire. They seemed rather...meh... I added distortion along with energy management to help defend against melee. Energy tap along with its existing surge feast and leak give it even more E-Denial.

Jade Bow
[Oath Shot][Whirling Defense][Determined Shot][Penetrating Attack][Spectral Agony][Healing Spring][Kindle Arrows][Savage Shot]
Jade Armor
[Crushing Blow][Devastating Hammer][Wild Blow][Spectral Agony][Crude Swing][Protector's Strike]["For Great Justice!"][Bonetti's Defense]

The Bow got some part support with Healing spring, so people will have to be aware of him as well as a monk, I also added kindle arrows for some more damage and savage shot for a Disrupt. The armor Was tough for me since Most of my favorite war builds use multicampaign skills like Flail. For now I just figured Crude Swing for easier Adrenaline gain + minor AoE, FGJ for Adrenaline, Protectors for + damage and Bonetti's for Energy management + defensive tactics.

Even if you don't like these skill ideas Ill be adding more later cuz its fun.

gameshoes3003

gameshoes3003

Forge Runner

Join Date: Feb 2006

I guess you can say the Mursaat aren't really that difficult, and it's true.
But I don't like the idea of Monster Skills, they should be using skills that we use, that's how the game should roll.
But perhaps buffing something for them would be good, maybe up a couple levels on them.
Then when you're commenting on Dorian... he should made into a boss, that should make him a couple levels higher. But I think Dorian needs more skills.
As for the Lich, he's strong enough, I think one or two titans should be invovled in the fight.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Monster skills are bad.
Thus - no.

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Quote:
Originally Posted by upier View Post
Monster skills are bad.
Thus - no.
I'm sorry but how the hell are monster skills bad.

I want you to look at a couple things for me.
ALMOST every mob in every campaign, easily beaten with cookie cutter builds without ANY cons in HM H/H. Even easier with People.

Now look at the Dwarves in Slavers exile and Vloxen HM. Why are these so hard and H/H is forced to take advantage of pulling AI? Because their skill bars are not only balanced, but take advantage of synergy between campaigns. Now we can't do this at all in Proph/cantha/elona, since those skills need to be campaigns specific. We can't give mobs COMPLETE skill bar overhauls either. Thus Monster skills are invented. Granted they were here before Factions, but Monster skills allows for harder skillbars without messing around with the campaign specific rule that everyone was soooooo angsty about when UW mobs had campaign skills for a bit.

There's absolutely NOTHING wrong with monster skills and I think a Dino SHOULD have twisting jaws. I sure as hell cant bite it and do any damage, but it makes complete sense for the Dino to do it.

Monster skills are great.

I'm not saying MINE are the answer, but Monster skills are DEFINATLY an option to making the game harder without having to mess with the already complicated AI code.

majikmajikmajik

Wilds Pathfinder

Join Date: Aug 2007

SATown~Tx

Guild Hopper!

R/

the game is already painfuly slow, no need to make it even more of a "grind". monster skills should be left to..well monsters eg. dungeon bosses, mission bosses, bosses, and generaly boss like creatures. mursaats already have monster skill.
/unsigned.

i would much prefer more monsters over monster skills.
ohh and another CORE elite mission/dungeon eg. melandru shrine or lyssa?

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

I may agree to give ONE monster sill to each race, but not a lot more.
Monsters have skillbars too, you know.

Snow Bunny

Snow Bunny

Alcoholic From Yale

Join Date: Jul 2007

Strong Foreign Policy [sFp]

Proper monster mobs (balanced groups with heals, aoe, frontline, and shutdown) would be much more effective.

gameshoes3003

gameshoes3003

Forge Runner

Join Date: Feb 2006

Quote:
Originally Posted by Snow Bunny View Post
Proper monster mobs (balanced groups with heals, aoe, frontline, and shutdown) would be much more effective.
Agreed, cookie cutter builds only work on groups that lack balance.

Kook~NBK~

Grotto Attendant

Join Date: Mar 2005

A little chalet outside Drok's

Natural Born Killaz

Or just revert THK to what it was in the good old days - not this so-called assault of "Kill 2 baddies, wait, repeat" thing that it is now -YAWN. (the book trick can stay gone, tho)

glacialphoenix

glacialphoenix

Desert Nomad

Join Date: Jul 2008

Singapore

Royal Order of Flying Lemmings [ROFL]

Mo/

Quote:
Originally Posted by Kook~NBK~
Or just revert THK to what it was in the good old days - not this so-called assault of "Kill 2 baddies, wait, repeat" thing that it is now -YAWN. (the book trick can stay gone, tho)
...book trick?

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

When HM was announced, and we didn't yet know they were planning on increasing monster attack rate, movement speed, cast rate, recharge speed, etc., I was hoping for secondary classes. Eye of the North did that for monsters, but no HM. I know it is too late for them to make a major change like that, but I would love to see monsters have secondaries added for HM and skills selected that made for a comlpete team build. Give the Monks some energy management, the melee some hex/condition removal, etc. THings that you see in PvP regularly and would make a tougher fight for PvE.

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

/signed for making mursaat a little tougher, and also I wouldn't mind one monster skill for each creature type, as long as it's there mostly for flavour (make it do something monster appropriate and balance it like a non-PvE skill).

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by ajc2123 View Post
I'm sorry but how the hell are monster skills bad.

I want you to look at a couple things for me.
ALMOST every mob in every campaign, easily beaten with cookie cutter builds without ANY cons in HM H/H. Even easier with People.

Now look at the Dwarves in Slavers exile and Vloxen HM. Why are these so hard and H/H is forced to take advantage of pulling AI? Because their skill bars are not only balanced, but take advantage of synergy between campaigns. Now we can't do this at all in Proph/cantha/elona, since those skills need to be campaigns specific. We can't give mobs COMPLETE skill bar overhauls either. Thus Monster skills are invented. Granted they were here before Factions, but Monster skills allows for harder skillbars without messing around with the campaign specific rule that everyone was soooooo angsty about when UW mobs had campaign skills for a bit.

There's absolutely NOTHING wrong with monster skills and I think a Dino SHOULD have twisting jaws. I sure as hell cant bite it and do any damage, but it makes complete sense for the Dino to do it.

Monster skills are great.

I'm not saying MINE are the answer, but Monster skills are DEFINATLY an option to making the game harder without having to mess with the already complicated AI code.
This:
Quote:
Originally Posted by Snow Bunny View Post
Proper monster mobs (balanced groups with heals, aoe, frontline, and shutdown) would be much more effective.
Monster skills are the easy way out.
The same way that PvE skills are.


I approve your idea of better builds though. And like I've said in the balance thread - the devs should make sure to check the monster bars after each balance and buff/nerf the bars accordingly.

rick1027

rick1027

Jungle Guide

Join Date: Apr 2006

W/R

Quote:
Originally Posted by glacialphoenix View Post
...book trick?
used to be in thk whoever held i think it was the torch would get attacked by monsters so we used to prot spirit one person and have then stand by the big flamy thingy there obstructed from view just kept the healed and rest group never got attacked its called book trick from fow there is a book you retrieve and it worked the same way monsters only attacked person with book this has been longed changed and now the monsters attack everyone

Hanging Man

Hanging Man

Krytan Explorer

Join Date: Aug 2006

Deep in the Shire

I like the idea of giving all enemies in HM only a second profession like in Gwen.
when I first bought the game it was nice to see the enemies have a nice kick in them.
Plus it actually made the enemies...gasp...tough!

Divine Ashes

Divine Ashes

Wilds Pathfinder

Join Date: Aug 2006

Chicago

LFG

R/

Quote:
Originally Posted by rick1027 View Post
used to be in thk whoever held i think it was the torch would get attacked by monsters so we used to prot spirit one person and have then stand by the big flamy thingy there obstructed from view just kept the healed and rest group never got attacked its called book trick from fow there is a book you retrieve and it worked the same way monsters only attacked person with book this has been longed changed and now the monsters attack everyone
Ohhhhh...the GEAR trick...gotcha.

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Join a PuG, problem solved, but other than that, /notsigned

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Quote:
Originally Posted by Zodiac Meteor View Post
Join a PuG, problem solved, but other than that, /notsigned
Problem NOT solved. As such, your comment is invalid

crazybanshee

Desert Nomad

Join Date: Jun 2006

Look out!

E/

It is what it is. They want to keep attracting new people, thus they can't make it impossibly hard just so the people who bought the game 4 years ago are still challenged.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Finding 8 Ferothrax together in HM is enough for me not to ask for any harder stuff.

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

Monster Skill. For 10 seconds, this skill deals X damage each second to all foes in earshot for every PvE skill all foes in earshot have equipped and for every consumable effect in status monitor.

It'd be hillarious to see ANet add that in. Monsters get some build wars against players. I prefer Snow Bunny's idea, and always have. Proper balanced mobs would have been better for Hard mode than what ANet did.
/notsigned for more monster skills

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Quote:
Originally Posted by crazybanshee View Post
It is what it is. They want to keep attracting new people, thus they can't make it impossibly hard just so the people who bought the game 4 years ago are still challenged.
Im not wanting it hard, I just dont want it Paper mario Easy is all.

Aljasha

Aljasha

Krytan Explorer

Join Date: May 2009

Quote:
Originally Posted by Snow Bunny View Post
Proper monster mobs (balanced groups with heals, aoe, frontline, and shutdown) would be much more effective.
this please for gw2. i know it is too much work to give every monster in gw1 an efficient skill bar which cannot be destroyed with skill balance updates easily. but please (anet) continue what you started with the charr and improve their sense of formation and position play.

/notsigned