Dervish Update Preview

dancing gnome

Krytan Explorer

Join Date: May 2006

House of Wandering Souls

R/Rt

Quote:
Originally Posted by mrmango View Post
This is pretty damn awesome. Where is all the QQ?
Personally I think the update notes were missing the one thing I wanted most: dervishes now all wear pants.

The preview looks interesting, I don't think we'll know how effective it will be until it hits. The more combo-like style of game-play they are bringing in sounds good and adrenaline is also an interesting idea. The removal of stop-start enchanting process will finally give the class the chance to explore how it plays (it was never going to be a usable with such a focus on the old enchanting ways).

I'm not sure how I feel about the condition spreading nature of the class, aside from AoE blind or single target deep wound and dazed, conditions aren't that useful in PvE. Things die too quickly with the more efficient builds.

I was expecting something big and they did say the update was going to be an overhaul and introduce a new mechanic, so I'm not too surprised. It will be really interesting to actually play the dervish once it hits. There's nothing in there I dislike and a lot of things I do like so I'm looking forward to it.

KingCrab

Lion's Arch Merchant

Join Date: Jul 2009

W/E

I played a dervish for a while and I'm gonna miss some of the old builds. Dervishes needed a little help, but I'm gonna miss the nostalgia I get from some of my old skill combinations.

mage767

mage767

Desert Nomad

Join Date: Oct 2006

USA

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Did I just miss something?

So, after the update...will Warriors/Sin/other still be better than Dervish at using scythes and doing scythe spikes? That's what I want answered first! All these updates looks like they will help Dervish a lot with extra damage, but if it helps all other professions equally well, then Dervish will again get the back-seat. Weren't they going to tie the number of scythe hits with Mysticism? Seriously, ANET WTF....please give scythes more meaningful roles when used from a Dervish's perspecitive (who has been trained specifically for it) compared to some other profession Dervish-wannabe.

Rest of the updates look promising.

/End rant.

ruk1a

ruk1a

Wilds Pathfinder

Join Date: May 2008

UR MOM LOL

ATTACK OF THE KILLER TOMATOES

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Quote:
Originally Posted by mage767 View Post
Did I just miss something?

So, after the update...will Warriors/Sin/other still be better than Dervish at using scythes and doing scythe spikes? That's what I want answered first! All these updates looks like they will help Dervish a lot with extra damage, but if it helps all other professions equally well, then Dervish will again get the back-seat. Weren't they going to tie the number of scythe hits with Mysticism? Seriously, ANET WTF....please give scythes more meaningful roles when used from a Dervish's perspecitive (who has been trained specifically for it) compared to some other profession Dervish-wannabe.

Rest of the updates look promising.

/End rant.
chill out on the five hour energy bottles they still haven't said what they're doing to scythes.

mage767

mage767

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Join Date: Oct 2006

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Quote:
Originally Posted by ruk1a View Post
chill out on the five hour energy bottles they still haven't said what they're doing to scythes.
Sorry, I don't need artificial crap to feel high, but thanks for the offer.

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

Seems like a lot of good things will come out of this update, but I'm really disappointed in how Mysticism was basically made into Expertise for Dervish enchantments. An Expertise-like primary is much too passive for enjoyable gameplay in my opinion.

I guess Mystpertise fit the direction they wanted to go, oh well it's not like I play anymore...

EDIT: I'm also curious to see what they do with scythes as it seems many of these skills might still be abusable by non-Derv primaries.

I'd also like to see if they make the scythe damage change retroactive.

Chop it Off

Frost Gate Guardian

Join Date: May 2006

Saviors of [EviL]

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I stopped reading after...

Quote:
Originally Posted by Derv preview
These restrictions exist because permanent avatars would simply be too strong. We realized that we needed to rework these skills so that it's viable to maintain them permanently.

/sighs....

Deviant Angel

Deviant Angel

Krytan Explorer

Join Date: Apr 2006

On a boat!

Homeless.

Mo/

I'm happy to hear that flash enchantments are exactly what I thought they would be! The whole stopping to re-cast enchantments was a major annoyance for me when I played my dervish. Looks like I may have to dust off Yasmina's scythe collection in the future!

Not sure about how I feel about Lyssa's Haste. It sounds like it could be fun if you're the dervish... not so much for everyone else.

jimbo32

jimbo32

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Join Date: Aug 2008

Canada

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Quote:
Originally Posted by shoyon456 View Post
I'd also like to see if they make the scythe damage change retroactive.
Meaning that warriors/sins/rangers lose all the xp they gained while using a scythe because all the mobs didn't *actually* die? You're hoping for a scythe damage retcon?

Malchior Devenholm

Malchior Devenholm

Krytan Explorer

Join Date: Nov 2005

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Quote:
Originally Posted by mage767 View Post
Did I just miss something?

So, after the update...will Warriors/Sin/other still be better than Dervish at using scythes and doing scythe spikes? That's what I want answered first! All these updates looks like they will help Dervish a lot with extra damage, but if it helps all other professions equally well, then Dervish will again get the back-seat. Weren't they going to tie the number of scythe hits with Mysticism? Seriously, ANET WTF....please give scythes more meaningful roles when used from a Dervish's perspecitive (who has been trained specifically for it) compared to some other profession Dervish-wannabe.

Rest of the updates look promising.

/End rant.
Funny, since every attack we've been shown except Reap Impurities is actually a teardown skill.

So if other professions want to spec out their bars to carry 2-3 Dervish enchantments to fund their 3-4 attack skills, by all means, let them kill themselves

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by MithranArkanere View Post
I prefer just 'Flash', thank you.
It sounds WAAAAY better.
Look:
http://www.youtube.com/watch?v=LfmrHTdXgK4
Don't tell me it doesn't sound good, eh?

And it has a nice bonus: While you can say that paragons go around without pants yelling at people, you'll be able to say that Dervishes go around with skirts Flashing at people, which gives us a very nice GW joke that Thorn could tell.
Well, I can't argue with Queen, now can I?
But more King Thorn jokes? I'll blame you if this comes to pass.

Quote:
Originally Posted by NerfHerder View Post
But, can any combination of new skills out DPS a ZV Derv? Thats the real question.
I'm operating under the assumption that the current ZV build will no longer exist if they're changing 90% of derv skills.

Quote:
Originally Posted by mage767 View Post
Did I just miss something?

So, after the update...will Warriors/Sin/other still be better than Dervish at using scythes and doing scythe spikes? That's what I want answered first! All these updates looks like they will help Dervish a lot with extra damage, but if it helps all other professions equally well, then Dervish will again get the back-seat.
Assuming these buffs are enchant-dependent, which they seem to be so far, warriors and their 2pip e-regen aren't going to be benefiting.

Rangers were never better with scythes than dervs to begin with, and making potent skills into adr attacks or enchants takes them out of Expertise's ambit.

That leaves sins. They've got 4pips and crit strikes is at least as good as what the new mysticism sounds like. So.... a-net is just going to have to make sure that key skills get moved into mysticism.

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

Quote:
Originally Posted by jimbo32 View Post
Meaning that warriors/sins/rangers lose all the xp they gained while using a scythe because all the mobs didn't *actually* die? You're hoping for a scythe damage retcon?
Haha, I think you know that I mean that all the gold max scythes people have will change to the new standard and not become worthless overnight

Kinda similar thing happened when staves were changed way back when. It kind of sucked because I came back from a break then to discover that all of my supposed "max" stuff was actually subpar.

I am Judge

I am Judge

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Join Date: Sep 2010

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Avatar of Balthazar: Elite Form. (10...74...90 seconds.) You have increased armor, gain adrenaline faster, and whenever you lose a Dervish enchantment, nearby foes are set on fire for a short time. This skill is disabled for 45 seconds.


If that is true, can us paragons get our soldiers fury, and aggresive refrain without the -20 armor? IDC ABOUT setting stuff on fire

Malchior Devenholm

Malchior Devenholm

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Join Date: Nov 2005

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Quote:
Originally Posted by I am Judge View Post
Avatar of Balthazar: Elite Form. (10...74...90 seconds.) You have increased armor, gain adrenaline faster, and whenever you lose a Dervish enchantment, nearby foes are set on fire for a short time. This skill is disabled for 45 seconds.


If that is true, can us paragons get our soldiers fury, and aggresive refrain without the -20 armor? IDC ABOUT setting stuff on fire
Sure, if you do D/P.

Avatar of Balthazar is Mysticism

Bristlebane

Bristlebane

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Join Date: Jan 2008

Mo/

I don't like Shadow Form and I fear that the new Dervish will find many builds that can make use of it, since their new Pious line only strips Dervish enchantments.

Malla13

Malla13

Frost Gate Guardian

Join Date: Feb 2009

Angeldustrial Bonsai Muffins [FFS]

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I haven't really looked too closely yet, but Flash Enchantments are pretty exciting to me. I can't wait to test things out and see what still works and what doesn't and what's improved.

Missing HB

Desert Nomad

Join Date: Mar 2010

Anna

A/

Interesting notes and thanks for showing they did something on it at least.... It sounds it's going to be fun testing out new mechanics..

However , i will be the one to introduce a little QQ : i don't believe it will change anything concerning RA and HA metas( even for GvG , i still have some doubts)..
But well , i guess this was PvE based anyway and that's still a great job anyway.

Rites

Rites

Krytan Explorer

Join Date: Dec 2010

Deep in the belly of Texas

R/

interesting....

but i think after the update imma have to run from derv mobs for a bit till i relearn the class

I am Judge

I am Judge

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Quote:
Originally Posted by Malchior Devenholm View Post
Sure, if you do D/P.

Avatar of Balthazar is Mysticism
See that is what is wrong with this. Why would they insist on taking the Paragon's soldiers fury to -20 ar, then totally coming out with something else to over power even what they had before they took it off of one class while buffing it further to be +armor, and inflict burning?

Do they (anet or test krew) see these type of things? Or contradict previous skill changes only to re-implement them somewhere else to suggest that playing a D/P will have its advantages over playing P/ ?

Already sy will be spammed indefinite with Avatar of Balthazar. As well as the numerous other things such as a IAS with 2 interrupts/ hammer skills. And that is just a combination if you wanted to use a hammer.

Throw in spear mastery, another interrupt and various conditions that can be spammed such as barbed spear/blazing spear not to mention the affects of these enchants now causing 'fire' so their is your condition spreader+ various other combinations.

I know there are several other combinations for a paragon to play, but in the event of pugging most area's unfortunately, only thing most paragons would know is how to imbagon. Now without any form of solid aoe, and a weaker IAS + Adrenaline gain compared to what the derv (may) be it's even less likely to see most paragon's running around.

Not to mention also if their choice was to in any way implement a less value to Shadow Form farmers now it seems several of the attacks will not 'strip' the enchant and make it even more popular.

It took me about 30 mins of reading just what this update may or may not be to have a soloable uw bar... only thing I am wondering is what 'run' skill I would like to use so as not to 'trot'.

And don't get me wrong, not QQ'ing... I'll still play a paragon over a derv any day... Just find it amusing that they do something like give a -20 armor to a skill only to implement another one that has better benefits through an update... and it seems like it wasn't even questioned?

Horus Moonlight

Lion's Arch Merchant

Join Date: Jul 2006

Me/Mo

So you assume AoB can upkeep SY! even though they did not state the magnitude of added adren gain by AoB? You also somehow made a solo UW build even though the energy cost, cast time (well, except for flash enchantments), recharge, and explicit skill mechanics of most the skills mentioned in this preview were not mentioned?

Lol. Less melodrama please.

Kurosaki129

Kurosaki129

Lion's Arch Merchant

Join Date: May 2009

Guild Wars, Earth?

Mo/E

Quote:
Originally Posted by I am Judge View Post
Do they (anet or test krew) see these type of things? Or contradict previous skill changes only to re-implement them somewhere else to suggest that playing a D/P will have its advantages over playing P/ ?
Imbagon still has its "There is Nothing to Fear!" PvE skill. In terms of Damage Reduction, Paragon Primary still remains on top.

I do agree it is completely BS for Agressive Refrain and Soldier's Fury to have -20 armour while attacking.

Quote:
Originally Posted by I am Judge
Now without any form of solid aoe, and a weaker IAS + Adrenaline gain compared to what the derv (may) be it's even less likely to see most paragon's running around.
IAS = We don't know how much of a IAS is being increased for dervish. (no answer yet)

Adrenaline Gain:

Dervish: How much do you know Dervish will gain?
Paragon: Focused Anger (based on Leadership)

AoE:

Have you looked at your aggro bubble when you play Paragon???? I second-main paragon nowadays and everytime i play, i always see myself in middle of the front and backline and my chants, shouts and aggro bubble covers my team. Its a really solider Profession that its chants,shouts covers the team most of the time.

I am Judge

I am Judge

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Join Date: Sep 2010

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Quote:
Originally Posted by Horus Moonlight View Post
So you assume AoB can upkeep SY! even though they did not state the magnitude of added adren gain by AoB? You also somehow made a solo UW build even though the energy cost, cast time (well, except for flash enchantments), recharge, and explicit skill mechanics of most the skills mentioned in this preview were not mentioned?

Lol. Less melodrama please.
Lol its not hard to even imagine an energy bases and the already skills in the game. I'm pretty sure with AoB, Lyssa's Haste, and Balthazar's rage it won't be difficult to assume each is not 15 energy or unimaginable amounts of adrenaline... SY is easy enough to maintain with any adrenaline based class and even something like a ranger or sin.

As saying I would only like to see the paragon's elite to not have the -20 but then again I'm talking to the wrong people obviously.

Quote:
Originally Posted by Kurosaki129 View Post
AoE:

Have you looked at your aggro bubble when you play Paragon???? I second-main paragon nowadays and everytime i play, i always see myself in middle of the front and backline and my chants, shouts and aggro bubble covers my team. What is your take in this?
true that is usually where one would stand valuable if not hero henching, without micro managing some hero's usually end up close to frontline as is.

As for TNTF, as good as it is, that's not always necessarily something needed. Especially with the various other chants/shouts/echo's... I've been running triple paragon hero's without tntf, and one uses they're on fire... which can be equally as good. And as St union players get shifted around due to the influx of SoS rits, can fill something else like a ward or something as a substitute.

It's rare but often times some play outside the box that is created by PvX.

But as previously stated, I'd only like to see the thought of either AR or Soldiers Fury without the -20...

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

The -20AL on the paragon is trivial; they're midline. Regardless of their AL though, if they spam SY, they WILL be targeted.

This update is quite lulzy; the insta-rupt is nice, being able to run past people and rupt then go lolbai will be fun. And flash-enchantments act more like strippable Skills rather than stances (can't activate while KD) Would make ench covering for important monk enchants even better.

May I intoduce the new tank of gw? Derv k.

I am Judge

I am Judge

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Join Date: Sep 2010

We Wear Sombrero's

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Quote:
Originally Posted by HigherMinion View Post
The -20AL on the paragon is trivial; they're midline. Regardless of their AL though, if they spam SY, they WILL be targeted.

This update is quite lulzy; the insta-rupt is nice, being able to run past people and rupt then go lolbai will be fun. And flash-enchantments act more like strippable Skills rather than stances (can't activate while KD) Would make ench covering for important monk enchants even better.

May I intoduce the new tank of gw? Derv k.
Heh, its almost like a whole new class!!! YEEE!!! (still won't play one though) when I first read it though, I was like APRIL FOOLS! Then realized we were still in Feb...

Xsiriss

Xsiriss

Jungle Guide

Join Date: May 2008

Unimpressed by the preview. NOT what they're changing as for the most part it's good, but then it has been like 6months since we've seen a real update. They could have at least told us which skills were going to cost adrenaline and if the scythe itself (when they talk about changing scythe damage to the mean through skills or inherantly?). Bit brief and it would have been completely appropriate if they gave us at least an ETA seeing as it's taken so long.

dancing gnome

Krytan Explorer

Join Date: May 2006

House of Wandering Souls

R/Rt

Quote:
Originally Posted by Xsiriss View Post
Unimpressed by the preview. NOT what they're changing as for the most part it's good, but then it has been like 6months since we've seen a real update. They could have at least told us which skills were going to cost adrenaline and if the scythe itself (when they talk about changing scythe damage to the mean through skills or inherantly?). Bit brief and it would have been completely appropriate if they gave us at least an ETA seeing as it's taken so long.
Expect it before the end of the month. Reading some of the wiki talk and comments made by TK members it seems like the Feature Build might also come out this month (I was expecting it much later tbh) so I wouldn't be surprised if the dervish update comes within the next 7-8 days.

I suppose it doesn't really matter that they didn't list all the skills, it's not like it has much substance until we can actually play with them. I think the purpose of the preview is to act as a kind of primer to give players an idea of what to expect in advance so that when it hits we have an idea of what to do with it. It's not supposed to be a theory-crafting aid.

Riot Narita

Desert Nomad

Join Date: Apr 2007

Quote:
Originally Posted by Shayne Hawke View Post
We've been taking a look at monster bars for the past two weeks or so I think, so any major skill issues should be dealt with.
Glad to hear that monster Dervish's are at least being looked at... but I'm more interested in what our heroes will do with the new skills. Will they "get" the new mechanics and earn a place in our teams?

dancing gnome

Krytan Explorer

Join Date: May 2006

House of Wandering Souls

R/Rt

Quote:
Originally Posted by Riot Narita View Post
Glad to hear that monster Dervish's are at least being looked at... but I'm more interested in what our heroes will do with the new skills. Will they "get" the new mechanics and earn a place in our teams?
There is supposed to be a melee hero ai update with the feature build. It would be /facepalm if the dervish hero ai was broken after that update.

HigherMinion

HigherMinion

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Join Date: May 2008

East Anglia, UK

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N/

I don't *want* dervish monsters to be looked at unless they're given some imba shit too. Why bother making an update to make players stronger and mobs even weaker?

Why do you want Hard Mode to be easy?

Xsiriss

Xsiriss

Jungle Guide

Join Date: May 2008

Quote:
Originally Posted by HigherMinion View Post
I don't *want* dervish monsters to be looked at unless they're given some imba shit too. Why bother making an update to make players stronger and mobs even weaker?

Why do you want Hard Mode to be easy?
Dervish monsters in HM are ridiculous unless you pack some good protection It's basically them with perma whirling charge, higher armour, infinite energy and of course a sh*t ton of more damage.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by the Puppeteer
well they deserved it...
next stop - HM eles!
And paragons. Both were on the backburner because they still had uses, though, even if paragons are a little limited in what's actually effective.

I believe Stumme wants to do some general balancing before diving into another big project, though, but the elementalist might just get some love there anyway - I can think of some simple adjustments that might help significantly.

Quote:
Originally Posted by NerfHerder View Post
If nothing is done to Aura of Holy Might, the Assassin will still be superior with a Scythe. There was no mention in the preview, so it still concerns me.
That may not really be a problem. The idea of the update wasn't strictly to make dervishes the best scythe-wielders in the game but to make them the best in the game at being dervishes - largely, it appears, by going back to the original concept of the profession and making it actually work. If you're not using avatars, close-range enchantments, or Mysticism in general, I don't see any problem with a particular build turning out to work better on a different primary.

Regarding flash enchantments - I can see them getting moved over to a couple of Elementalist skills, namely Storm Djinn's Haste and Burning Speed (both practically there already, and besides, having to stop to use a speed boost is... clumsy, as has already been observed with the Dervish). I wouldn't expect to see it on anything non-Dervish with a current casting time higher than 1/4s, though.

aspi

aspi

Desert Nomad

Join Date: Jan 2010

eeew

N/Rt

Quote:
Originally Posted by Xsiriss View Post
Dervish monsters in HM are ridiculous unless you pack some good protection It's basically them with perma whirling charge, higher armour, infinite energy and of course a sh*t ton of more damage.
Indeed, a HM boss dervish will rip your team in half with one sweep. Hell from the looks of it a normal derv will rip your team a new one.

Gill Halendt

Gill Halendt

Desert Nomad

Join Date: Mar 2008

Way to go, making the Dervish more unique and worth playing, instead of just nerfing the competition.

Mysticism to work a bit like Expertise. Good.

Adrenaline and Flash Enchantments. Good.

Actually, I don't think AoHM needs changes anymore. This update is likely filling a significant portion of the gap between Dervishes and other melee classes.

Curious about the "tweaks to scythe damage". Wonder what they meant with that. If the damage range of the weapons is altered (higher base, lower maximum), scythe-wielding secondaries will likely have less of and advantage using the Scythe anyway.

Catchphrase

Frost Gate Guardian

Join Date: Apr 2009

They do read our suggestions, don't they? Despite I'm "pro-buff" for dervish, I am strongly against this new skill archetype, flash enchantment. Case in point: Lyssa's Haste + Pious Fury + Featherfoot Grace > pre-nerf PR war.

Maybe I am jumping the gun too soon, but nevertheless I felt there is a need for dervish enchantments to have casting time unless they are introducing more spells with disable or spell failure effects for midline casters to deter dervish.

Artisan Archer

Artisan Archer

Wilds Pathfinder

Join Date: May 2007

Free Wind

R/

So, dervishes get their own version of Expertise?

asb

asb

Frost Gate Guardian

Join Date: Apr 2008

Europe

Me/

Quote:
Originally Posted by Catchphrase View Post
but nevertheless I felt there is a need for dervish enchantments to have casting time
One does not have to exclude the other. If the live team can pull off coding in instant enchants, I don't think it would be a problem to go full GW2 and just let the Dervish cast spells with a cast time while in motion.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Quote:
Originally Posted by Gill Halendt View Post
Curious about the "tweaks to scythe damage". Wonder what they meant with that. If the damage range of the weapons is altered (higher base, lower maximum), scythe-wielding secondaries will likely have less of and advantage using the Scythe anyway.
They mentioned "less clunky" so I think it has to do with the wide damage range and critical damage.

@cryers who don't like HM derv boss damage; use prots. Aegis/PS and no melee boss is a pain.

Rushin Roulette

Rushin Roulette

Forge Runner

Join Date: Sep 2007

Right here

Ende

Quote:
Originally Posted by Konig Des Todes View Post
You forgot a few things. Necros got life steal, monks had holy damage and have a stronghold on healing/protection (even if others get access to it, they'll never take the monk's uniqueness in that), assassins have dual attacks (may be tied to daggers but it's as unique to assassins as anything not under the primary for every profession) and shadowstepping, mesmers got energy steal, ritualists got situational sacrifices (so necro got some uniqueness to that, plus necro sacs are mostly 1e now), Paragons also have echos, and dervishes had(have?) multi-target scythes.
Actually Im going to have to side with MithranArkanere on this one. The mechanics of the classes have been intermixed and nerfed/buffed so often that not many of your list of unique attributes really are unique;

Necros and Ritualists both have Lifestealing skills. Vampirism/Bloodsong and varous weapon spells come to mind.

Monks, Ritualists and Paragons all have access to healing / protection. They are just named differently. The mechanics are the same.

Regarding Assassins and dual attack skills and also Dervishes with multi target hits on a scythe. Other melee classes have skills that attack 2 times (Sun and Moon slash for example). Weapon attributes are not bound to the classes. I could take a paragon without any points in Dagger mastery or Scythe mastery or skills from those lines and I will still be able to get dual attacks every now and then on autoattack with daggers or hit up to 3 targets with a scythe.

Both Necros and Assassins have shadow stepping skills. True, the necro versions are not really shadow stepping, but true teleporting as they ignore terrain obstacles... but in the end they are similar enough to not really be unique in that sence.

The only unique types of skills I see in your list are Mesmers stealing energy (as other profession skills only cause energy loss but no energy gain for the caster), Paragons with Chants and Echoes and now Dervishes with Flash enchantments. 3 proffessions out of 10 is not really very close to every profession has its special skill types.

Spiritz

Forge Runner

Join Date: Apr 2007

DMFC

Id also like to know whats going to happen to scythes - i prefer using crit scythe sin in pve mainly because its annoying on a dagger sin to have to do an attack chain and get blocked after first skill which then means your usless for a short while.
Are anet going to revamp sin as well in the future and change all the dagger attacks to non chaining req or even scarier would they make all ( and i mean all ) melee skills regardless of profession andren based.

cataphract

cataphract

Forge Runner

Join Date: Aug 2005

Ashford Abbey

Hey Mallyx [icU]

Mo/Me

Quote:
Originally Posted by the Puppeteer View Post
well they deserved it...
next stop - HM eles!
Most def.