New way to skill cap
KESKI
I dont know if similar idea been post before, but it seems like everyone is used to the current system.
However as a monk, I still hate this system to the bones
A lot of new mission have 2 elite skills for every1, but as a monk, if we give up 1 skill we give up 1 healing/protecting skills, if we give up 2....monks ability will be cut short. There are so many time I told my self, if I have my normal monk build, this man will not die STELLA~~~~
This is my idea
How about we have one more skill slot that is just for skill cap. You cannot put any other skill in it, and if you dont have any skill cap it will be blank.
There will be a little number on it telling you how many skill cap you have left. Each time you use skill cap, it replace itself with another skill cap until you run out of skill cap. Players can no longer have more then 1 elite skills other then using echo or steal from others. but in return you dont have to reduce your ability just so you can cap some skills.
However as a monk, I still hate this system to the bones
A lot of new mission have 2 elite skills for every1, but as a monk, if we give up 1 skill we give up 1 healing/protecting skills, if we give up 2....monks ability will be cut short. There are so many time I told my self, if I have my normal monk build, this man will not die STELLA~~~~
This is my idea
How about we have one more skill slot that is just for skill cap. You cannot put any other skill in it, and if you dont have any skill cap it will be blank.
There will be a little number on it telling you how many skill cap you have left. Each time you use skill cap, it replace itself with another skill cap until you run out of skill cap. Players can no longer have more then 1 elite skills other then using echo or steal from others. but in return you dont have to reduce your ability just so you can cap some skills.
Vermilion
/signed
Call it a lazy persons update, but thats never been a problem with me.
( I mean, your ability shouldn't be cut down THAT much by one less skill. Try two and then talk to me. :P )
Call it a lazy persons update, but thats never been a problem with me.
( I mean, your ability shouldn't be cut down THAT much by one less skill. Try two and then talk to me. :P )
Kai Nui
I like the idea, although I have one thing to change. Instead of the extra slot, why not make the signets of capture take up an item slot? This way you'd be losing an item slot instead, and make them not stack so that they are more limiting to your space. Then make them untradeable like preorder items and disappear into you Skills [K] area so you can equip them afterwards.
MDeshame
/signed
An extra slot would be cool, but only for a cap sig.
An extra slot would be cool, but only for a cap sig.
Age
As a Monk player myself I like the idea as I can have 1 more skill on my bar.
/signed
/signed
Undivine
I don't see any problems with the idea. As a monk, even 1 skill missing can seem like a great loss. Same problem for mesmers too. Just about any class that has to rely on a wide variety of skills.
/signed.
And I wouldn't even mind if I wasn't able to use the skill I just capped until I got back to town. Though, it is nice to be able to test it right away.
/signed.
And I wouldn't even mind if I wasn't able to use the skill I just capped until I got back to town. Though, it is nice to be able to test it right away.
healthsoldier0570
I have only been on these forums for little time so far, but that has to be the best idea I have ever heard any suggest. My primary character is a monk, and I know every skill counts. I do like how you can have to elites at one time for the remainder of the mission, but it will be worth getting rid of that to have more normal skills which is vital to being a good healer.
Tarun
Expanding the skill bar to ten slots would rock. 9 and 0 do nothing in game currently, and at least that would let them have a use.
I would only sign for an expansion to have nine or ten skill slots with no limitation.
Edit: For only a cap sig, you'd have an empty slot all the time except or when you cap. If you can't be a good monk with one less skill due to a cap sig, you need to revise your build.
I would only sign for an expansion to have nine or ten skill slots with no limitation.
Edit: For only a cap sig, you'd have an empty slot all the time except or when you cap. If you can't be a good monk with one less skill due to a cap sig, you need to revise your build.
BrotherGilburt
eh, I do it quite easy with 7 skill slots for my heals and watnot. I usually only use 4 healing skills, then 2 energy managment(or 1), then res, then cap.
I guess it can be harder to do it with 2 slots given away. You would bring res then you would only have room for 5 heals/prots.
/signed(as long as its hidden when your not useing it)
Brother Gilburt
I guess it can be harder to do it with 2 slots given away. You would bring res then you would only have room for 5 heals/prots.
/signed(as long as its hidden when your not useing it)
Brother Gilburt
TheLordOfBlah
/no
Is it really needed to make the game that much easier? You dont even need 8 skills for healer build. I use 4 healing skills (and a res) and then 3 blood magic skills as kind of a backup. i could do without one skill for a short period of time.
I think you'll live.
Is it really needed to make the game that much easier? You dont even need 8 skills for healer build. I use 4 healing skills (and a res) and then 3 blood magic skills as kind of a backup. i could do without one skill for a short period of time.
I think you'll live.
Undivine
It really depends on the situation. I don't much like to heal. Protection is my thing, and boon bonding is fantastic but leaves very little wiggle room, especially when condition or hex removal is needed on top of that.
Then there's the mesmer, who can sometimes have a hard enough time staying diverse with all 8 skills.
But I think the best reason to have this new skill cap setup instead of the current one is when you hear there's a boss, decide to bring your cap, then find it's one you already have. My monk can't get no satisfaction!
Then there's the mesmer, who can sometimes have a hard enough time staying diverse with all 8 skills.
But I think the best reason to have this new skill cap setup instead of the current one is when you hear there's a boss, decide to bring your cap, then find it's one you already have. My monk can't get no satisfaction!
MCS
It's PvE.... Whoever told you PvE was hard lied to you. You can be an effective monk with 3 skills for all I care.
KESKI
Quote:
Originally Posted by Tarun
Expanding the skill bar to ten slots would rock. 9 and 0 do nothing in game currently, and at least that would let them have a use.
I would only sign for an expansion to have nine or ten skill slots with no limitation. Edit: For only a cap sig, you'd have an empty slot all the time except or when you cap. If you can't be a good monk with one less skill due to a cap sig, you need to revise your build. |
so...if you think have 7or6 slot for build is just fine why are u talking about haveing 2 more skill slot unlock with no limite??
And for all you saying with out 1 or 2 skill a monk will do just fine. Losing 1 is actualy ok with me healing seed help to make my job easier but its not a must, but giving up 2 I usually have to give up removehex skill or clear condition skill, all I do in that round will be heal and rez. They might as well hire the henchment. I might not be the best monk in the game, but I was there when there aren't many players use protect monk, and we are still doing FOW 5 man group with 1 monk(I still do this, but only with friends now, people stop believing they only need one monk). I don't think I am that bad, pluse a lot of strangers actualy told me I am the best monk they ever seen, of course this might also means...monk level at these days is going way down
Tarun
What I speak of is expanding build options. Not allowing one useless slot as you have proposed.
As MCS said, you can be an effective monk with three skills. It's how you use them. Your original post here is about how you can't capture any skills because when you remove one skill for a cap sig you can't heal effectively. I would say you truly need to revise your build. I can go into many areas with two or three cap sigs and still keep my parties alive. Look at Perdition Rock. Three skills to cap there and I can take three cap sigs and still keep the party alive just fine. It's how your skill build is put to use. At least the suggestion to add two more skill slots that have no limitations would be practical, as they can expand builds and the possibilities with them. After all, as stated; the keys 9 and 0 have no current use and expanding the skillbar would allow use for those two keys. One, or both of those expanded skillbar slots would allow you to bring two more caps sigs if you so desired. It's more practical than having an additional slot that can only be used for one purpose. What happens once all elites have been captured? Then you have a blank slot there all the time. That's not practical at all. The alternative I suggested/offered at least allows your idea to go into fair play and still have a good use.
As MCS said, you can be an effective monk with three skills. It's how you use them. Your original post here is about how you can't capture any skills because when you remove one skill for a cap sig you can't heal effectively. I would say you truly need to revise your build. I can go into many areas with two or three cap sigs and still keep my parties alive. Look at Perdition Rock. Three skills to cap there and I can take three cap sigs and still keep the party alive just fine. It's how your skill build is put to use. At least the suggestion to add two more skill slots that have no limitations would be practical, as they can expand builds and the possibilities with them. After all, as stated; the keys 9 and 0 have no current use and expanding the skillbar would allow use for those two keys. One, or both of those expanded skillbar slots would allow you to bring two more caps sigs if you so desired. It's more practical than having an additional slot that can only be used for one purpose. What happens once all elites have been captured? Then you have a blank slot there all the time. That's not practical at all. The alternative I suggested/offered at least allows your idea to go into fair play and still have a good use.
Replicant
/sign if it's only visible when you have a cap sig. seeing an empty slot 99% of the time would be of an annoyance.
expanding the skill toolbar by 2 (9 and 0) would also be nice.. too bad too many people would complain about "imbalance" even though they would have 9 and 0 as well..
expanding the skill toolbar by 2 (9 and 0) would also be nice.. too bad too many people would complain about "imbalance" even though they would have 9 and 0 as well..
Maxiemonster
- Divine Boon
- Reversal of Fortune
- Mend Ailment
- Mantra of Recall
- Signet of Capture
- Signet of Capture
- Signet of Capture
- Signet of Capture
Believe me, if you know what you're doing, you can be better then the avarage Monk with 8 skills.
And don't ask for 2 extra slots. ANet has worked hard to get rid of all imbalance, 10 slots would cause alot of imbalance.
- Reversal of Fortune
- Mend Ailment
- Mantra of Recall
- Signet of Capture
- Signet of Capture
- Signet of Capture
- Signet of Capture
Believe me, if you know what you're doing, you can be better then the avarage Monk with 8 skills.
And don't ask for 2 extra slots. ANet has worked hard to get rid of all imbalance, 10 slots would cause alot of imbalance.
Tarun
Quote:
Originally Posted by Maxiemonster
And don't ask for 2 extra slots. ANet has worked hard to get rid of all imbalance, 10 slots would cause alot of imbalance.
|
/reality -> Everyone would have the extra two (9 and 0) slots, so there would not be any imbalance.
It's just like Replicant said. I hope one day people read posts fully. :P
Trylo
I kinda like the idea of them staking, and personally 1 skill slot for 10 Sig of Cap sounds quite alright. Obviously you would be able to use the elite skill, but as an ele/BM its very hard to balance your skills properly with 2 Sig of Caps and a Rez Sig... (Charm, Heal, Ferocious Lunge, 2 SPELLS!) I could function with one more spell slot, and i wouldnt have to worry about not getting the right amounts of space...
/signed on my idea
/signed on your idea as well
10 skill slots, HOW does that cause imbalance, at all? just more fun combos to pull off... If they said 2 elites, i might get kinda worried as soem classes elites vs other classes elites... not always balanced...
/signed on my idea
/signed on your idea as well
10 skill slots, HOW does that cause imbalance, at all? just more fun combos to pull off... If they said 2 elites, i might get kinda worried as soem classes elites vs other classes elites... not always balanced...
master_of_puppets
10 skill slots? Absolutely not.
It would change the game way too much. More fun combos to pull off? Yeah ok why don't they let us have an unlimited skill bar while theyre at it.
I mean, cmon its PVE in case u didnt know the monsters arent player-controlled, u can just spam RoF or something.
stop complaining about tiny things like having to use space for sig of cap and start complaining about real things like err7's and bugs
It would change the game way too much. More fun combos to pull off? Yeah ok why don't they let us have an unlimited skill bar while theyre at it.
I mean, cmon its PVE in case u didnt know the monsters arent player-controlled, u can just spam RoF or something.
stop complaining about tiny things like having to use space for sig of cap and start complaining about real things like err7's and bugs
Lord Shazneri
I run Perditian Rock w/ 5 skill caps as a monk and have no problems, As for Hex and Condition Removal, The monk is not the only one that can carry these, A monk should be for healing let the Necro, Mes or even Wamo carry the Hex and Condition - Extra Slot = Lazy non Thought Provoking Experience...Learn to work as a Team shift some of the responsiblities around and monk will be fine. Monk should also not be the Primary Res either all classes get a Res sig there are 7 other people in your Instance make them do some work. Sounds to me like you let your PUGs abuse you!
Undivine
If you guys are suggesting all proper monking in PvE is reduceable to only 4 skills, you are mistaken. Stop getting hung up on Perdition Rock. Everyone knows that place doesn't demand diversity.
And don't forget that a lot of skill capping is done with henchies, as players will sometimes leave right after they get their cap. Other times, it's done in missions, some of which require certain skills. Some monsters in PvE have been known to perform instant or near-instant kills on people with no DP, sometimes even multiple people at once.
Also don't forget that there are more classes than just the monk. The mesmer for example has very few spells with a short recast. The ritualist is more effective the more spirits he can put up, and if he can't put up as many, a lot of his skills are weaker.
Nobody ever suggested losing 1 skill would break one's build entirely, just that it's an unneccessary inconvenience. Bring along 2 skill caps and you are starting to handicap yourself for some missions.
And don't forget that a lot of skill capping is done with henchies, as players will sometimes leave right after they get their cap. Other times, it's done in missions, some of which require certain skills. Some monsters in PvE have been known to perform instant or near-instant kills on people with no DP, sometimes even multiple people at once.
Also don't forget that there are more classes than just the monk. The mesmer for example has very few spells with a short recast. The ritualist is more effective the more spirits he can put up, and if he can't put up as many, a lot of his skills are weaker.
Nobody ever suggested losing 1 skill would break one's build entirely, just that it's an unneccessary inconvenience. Bring along 2 skill caps and you are starting to handicap yourself for some missions.
Ag3ofshadows
good idea
/signed
/signed
Kai Nui
I know that I pretty much play with a little less than 6 skills. Signet of Capture and Resurrect. Then it might be an energy maintaining skill or another cap sig to go along depending on where I am because I need it, that doesn't leave a lot to use skills...