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  1. #1
    Player
    MariyaShidou's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,111
    Character
    Mariya Shidou
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Belial View Post
    Because Lancers generate large amounts of TP & would never have to turn it off, that's why not.
    Not when you are spamming combo. There are atm 4 different combo for LNC, when DRG comes that jump up to like 6 combo, throw in Keen Flurry I honestly want to know how do you keep Surge up all the time.
    (0)
    Last edited by MariyaShidou; 12-23-2011 at 02:49 PM.

  2. #2
    Player
    Belial's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    955
    Character
    Pandora Vainglory
    World
    Excalibur
    Main Class
    Marauder Lv 80
    Quote Originally Posted by MariyaShidou View Post
    Not when you are spamming combo. There are atm 4 different combo for LNC, when DRG comes that jump up to like 6 combo, throw in Keen Flurry I honestly want to know how do you keep Surge up all the time.
    Not all combos are meant to be spammed, a good portion are situational use. It's prioritization, and Power Surge gives enough of a boost to AA to warrant the upkeep.
    (1)

  3. #3
    Player
    Frein's Avatar
    Join Date
    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Belial View Post
    Because Lancers generate large amounts of TP & would never have to turn it off, that's why not.
    If it's good enough to be worth keeping up perpetually, why is the activation manual? Is whack-a-buff really a desirable gameplay mechanic? I argue it is not.
    (6)

  4. #4
    Player
    Belial's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    955
    Character
    Pandora Vainglory
    World
    Excalibur
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Frein View Post
    If it's good enough to be worth keeping up perpetually, why is the activation manual? Is whack-a-buff really a desirable gameplay mechanic? I argue it is not.
    If a weaponskill is good enough to continuously use throughout a fight, why is the activation manual?
    (2)

  5. #5
    Player
    Frein's Avatar
    Join Date
    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Belial View Post
    If a weaponskill is good enough to continuously use throughout a fight, why is the activation manual?
    The WS probably has an immediate and significant impact on the battle either in the form of a large damage spike or a status effect of some kind. This means timing matters. Most buffs, including the Surges, are not like this.
    (2)

  6. #6
    Player

    Join Date
    Mar 2011
    Posts
    144
    I really don't like the one minute timer as well. No matter what I do I always seem to forget about it. It certainly doesn't help that half the time that I play the timers are all screwed up. I'm really hoping they change it. "Whack-a-buff" has NEVER been fun for me, which is why I quit Guilld Wars within a week of playing it.

    With all the focus on positioning, watching your health, the targets that you are fighting, watching everyone elses health to make sure the mages are not taking damage, watching for enemy aoe, having to keep track of something that does very little positive AND also comes with a negative is F***ing irritating.
    (3)

  7. #7
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Vaymathias View Post
    I really don't like the one minute timer as well. No matter what I do I always seem to forget about it. It certainly doesn't help that half the time that I play the timers are all screwed up. I'm really hoping they change it. "Whack-a-buff" has NEVER been fun for me, which is why I quit Guilld Wars within a week of playing it.

    With all the focus on positioning, watching your health, the targets that you are fighting, watching everyone elses health to make sure the mages are not taking damage, watching for enemy aoe, having to keep track of something that does very little positive AND also comes with a negative is F***ing irritating.
    Whack-a-buff, that's a good one!

    I would also agree that as is the buff is very worthwhile, but at the same time irritating and uninteresting to maintain. You could get the same effect on your TP pool more or less by doing something like:

    Making the skill a toggle (with a 500TP cost to toggle it on).
    While the skill is on, it drains 500tp at a set interval (pick whatever works between 30 seconds and a minute). Each time it drains 500tp, it goes up a level of surge, to a max of III (it just consumes TP after that point).
    The skill turns off when you lack the TP to maintain it.
    The skill recast time remains the same.

    Right now, I do my best to keep it up. But the ability has a tendency to fall off at the worst times while I'm focusing on something else, like helping get a mob off one of our mages, lining up a combo etc. I'd hate to see how much coordinating Regimens/Skillchains will add to this.

    Letting the skill automate along the lines I added there will let me focus on fighting and helping my party, while still carrying the relevant TP and time-to-build-up costs for making use of Surge. I'd still need to make the important gameplay choices such as when it needs to be turned on and off, if I maintain it out of a fight with Invigorate etc.
    (2)

  8. #8
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Phenidate View Post
    Whack-a-buff, that's a good one!

    I would also agree that as is the buff is very worthwhile, but at the same time irritating and uninteresting to maintain. You could get the same effect on your TP pool more or less by doing something like:

    Making the skill a toggle (with a 500TP cost to toggle it on).
    While the skill is on, it drains 500tp at a set interval (pick whatever works between 30 seconds and a minute). Each time it drains 500tp, it goes up a level of surge, to a max of III (it just consumes TP after that point).
    The skill turns off when you lack the TP to maintain it.
    The skill recast time remains the same.

    Right now, I do my best to keep it up. But the ability has a tendency to fall off at the worst times while I'm focusing on something else, like helping get a mob off one of our mages, lining up a combo etc. I'd hate to see how much coordinating Regimens/Skillchains will add to this.

    Letting the skill automate along the lines I added there will let me focus on fighting and helping my party, while still carrying the relevant TP and time-to-build-up costs for making use of Surge. I'd still need to make the important gameplay choices such as when it needs to be turned on and off, if I maintain it out of a fight with Invigorate etc.
    Or they could make it like PGL Fist buffs, but instead of mp a certain amount to tp is drained per hit like say every hit you do with the buff active consumes 25-50 TP
    (1)

  9. #9
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Krausus View Post
    Or they could make it like PGL Fist buffs, but instead of mp a certain amount to tp is drained per hit like say every hit you do with the buff active consumes 25-50 TP
    Only issue the devs might have with that is it would be just a straight duplication of their mechanic but with attack damage or a self heal rather than elemental effects.

    Granted, the devs also said they can't make protect last 30 minutes because then it would be too powerful.. And that was before 1.19
    (0)

  10. #10
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Phenidate View Post
    Only issue the devs might have with that is it would be just a straight duplication of their mechanic but with attack damage or a self heal rather than elemental effects.

    Granted, the devs also said they can't make protect last 30 minutes because then it would be too powerful.. And that was before 1.19
    actually yeah come to think of it, it wouldn't be a good Idea because then doomspike and chaos thrust would remove the buff every time we use those WS's
    (0)

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