Holy non-sequitur Batman!
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Originally Posted by SuperJ24
to effectively clense them of their enchantments you will need to drain their energy also.
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Hold up, when did we start giving half a shit about either a Warrior/Monk or their enchantments? I think you missed the memo about Warriors - no one cares about them. They just kinda run around through traps and get hexed out while everyone focuses on targets that matter.
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Originally Posted by SuperJ24
without the energy to recast them, then they cant do jack but prey to god a monk heals them
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Wait a second.
So you're telling me that all of these enchantments on the opposing Warriors that I'm supposed to be worried about are *defensive*?!?
What do you think this is, PvE?
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Originally Posted by Losandros
I agree completely. One of the best way to take out W/Mo is with energy drains.
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Have you suffered a traumatic head injury lately?
The best way to kill a W/Mo is the kick the living hell out of the Monks keeping him alive. No Monks = no healing + random dude standing in the middle of my team with no support = /beg.
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Originally Posted by Losandros
One good mesmer could make many W/Mo's cry easily with help of those skills.
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Wait, so you're trying to shut down a class with an adrenaline based offense with energy denial? Why would you do that?
Please, think about these things before you post them.
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Originally Posted by Hado
I think the korean teams realize this
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Ok, seriously, what's up with the whole Korean worship? Last I checked the only Korean team that was worth the time of day was KOR, and it isn't like they're doing anything particularly revolutionary. Every other team I've run into was just some PUG that was about as easily dealt with as any other PUG.
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Originally Posted by Hado
Why bother when a simple heal does the trick?
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What hexes are you talking about where a simple heal will do the trick? I'm talking about good hexes here. Backfire, Shame, Arcane Conundrum. Hexes that will shut someone down if they are not dealt with - how exactly is a simple heal going to help with that?
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Originally Posted by Hado
Important Hexes drop the instant they're put in play (could be because they're all on lan).
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That's just coordination. If you're casting a single hex and hoping it'll stick you're delusional. If you want to shut someone down, you need to back it up.
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Originally Posted by Hado
If it seems like I'm focusing a lot on Necro hexes, it's because they suck so badly in high end pvp.
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Agreed, Necromancer hexes, particularly damage amplification, are pretty much trash. Which confuses me - why are you using bad hexes as a basis of comparison? The problem isn't with the hex/removal dynamic - which is pretty much where it needs to be - but with a particular subset of hexes that are pretty sad.
If the problem is with big, slow, klunky skills, that's unavoidable in a game with counters. The 25 energy enchantments have the same issues, as well as any skill with a 5 second cast time. They're extremely vulnerable and get countered by good teams. This is just a consequence of competitive games - better play becomes faster and tighter, and those slow plays no longer cut it. I'd just assume that skills like Weaken Armor are for PvE and other areas of the game - not everything is going to cut it in PvP but that doesn't mean it doesn't have its place.
Peace,
-CxE