User talk:Queen Schmuck

Other's Ideas and Thoughts
Cheers, a fellow Dilbert fan! :) Entropy 19:48, 20 January 2007 (CST)
 * Ah yes, the Pointy Haired Boss is a known mob boss that should be avoided at all costs. The worst part of this boss is that it is not limited to a single profession, but is non-proficient in all.  Known affects of being around this creature include: *energy drain *life drain *inability to use skills Rezoning is the only known way to get away from the effects of this boss.  Queen Schmuck 01:34, 22 January 2007 (CST)

Flame the n00b, aka, my 1337 pwn u, aka, all your base are belong to us
1337 hax0r pwnage nooch nooch, n00b! Markh 01:12, 7 March 2007 (CST)

Link Test
(T/C)

Yep, link only shows up if they point to non-current page. Queen Schmuck 01:35, 17 February 2007 (CST)

Feedback on Build:E/Mo Protection Prodigy
I appreciate the Dismiss Condition suggestion, it is indeed a great spell for the build and improved it significantly. If you could care to take another look, try it out, see what you think of it and perhaps offer your vote, it would be appreciated. Thank you. Ps: Nice to meet another Dilbert Fan, I read it daily. The newsletters and their (true) tales of "Induhviduals" also always crack me up. NightAngel 16:52, 13 March 2007 (CDT)


 * I might give that build a whirl. I don't PvP much (cept scrimmages within alliance), so not sure how well I can test it PvP.  Since the build is stated as PvE though, after a few trips to the skill trainers, my E will try this out (when I get a chance).  I don't currently have any fire +15/-1 weapon/offhands, but I have at least 5 most collectables, so I will have them soon (currently only have one +15/-1 inscription).  I might also try it without the +15/-1 eq to see how well that works also.  Queen Schmuck 17:03, 13 March 2007 (CDT)

Well, have fun, but it's too late now, Skuld has singlehandedly succeeded in destroying it. What a .... Sigh. Nm. He has way too many friends who follow him around and he doesn't take well to new ways of doing the same thing. NightAngel 17:16, 13 March 2007 (CDT)


 * Eh, just because a build is non-favored doesn't mean it can't work good for you. I've only voted on one build, and only because it was so terrible I had to try it out on some guildies for a good laugh (my good laugh, they didn't much like it being "tested" on them).  Queen Schmuck 17:30, 13 March 2007 (CDT)

Contest

 * Creativity:7
 * Viability: 7
 * Presence: 7
 * Unusibility of Skill: 7
 * Total: 28/40

Reasoning:


 * Creativity: Pretty standard farming build other than elite. Picked a standard choice to farm as well.
 * Viability: The morale boosts and no anti-farming code is tempting, but you're not fighting very challenging enemies. Limited in purpose (i.e., this won't work to well in FoW/UW).
 * Presence: Used to build adreniline and thus rather important, but not the life's blood of the build. Disabling of either attacks or mass enchantment stripping would hurt you more than disabling AP.
 * Skill: Picked a good skill to work with, as it's neither sucktacular nor used all the time.

So, you finished at the high end of the average. Good job.--Nog64Talk 18:57, 6 April 2007 (CDT)


 * Thanks, was just curious. I knew the Solo from Zerris kicked the crap out of my build, but it does do what it is intended to do; collect runes with no major fancy footwork needed.  Queen Schmuck 19:18, 6 April 2007 (CDT)

Hero Spiritway FTL!
Ok, so last night I went to Hero Battles to see a little of how the meta game was working since "PvP Necro Spiritway Nerf" (observer mode wasn't working for whatever reason, probably because ANet didn't want people to see that nerco nerf wasn't "fixing" spiritway at all). HAH! Spiritway Nerf my butt, I did a battle and within seconds of the other team meeting me in the middle, there were 3 spirits on the ground. Withing 6 seconds after that, there were more spirits than I could count! My Searing flames would smack them around for like 10 dmg (or they were healed that quick)! Then the human player started pommeling my team to death, doing an average of 40 dmg a hit with daggers (ouch!). Sometimes the person would only do like 10 dmg, but them the dmg would go right back up to 25-55 dmg a hit. I am pretty sure the human was using Conjure Flame, but I did not check the "dmg from" areas. Anyway, with Searing Flames Ele, 1 W, 1 D, and 1 Mo, I could not damage them enough, once their spirits were perma-up. I lost badly, as the only deaths I was able to cause were right at the beginning, 4-25 (not sure, he might have had higher than 25, but I know I only had 4).

Note:
 * the only Monk on the other team was a Rt/Mo, and I don't think the hero ever used a healing spell, might have been Hex/Condition Removal only.

If this is the way Hero Battles is all the time, count me out from that crap. I did HB one other time, right when it came out. At least then it was fun. Now it is "who can get the most spirits up first".

If this is the way GvG and AB are going, wtf? Why even play? It has nothing to do with "skill", as ANet loves to say, but only about using retarded builds that are just that, retarded. Queen Schmuck 15:30, 7 April 2007 (CDT)

When I do HB, I often bring 2 characters with Spiritual Pain, and sometimes an interrupter. Might seem like overkill, but I can steamroll just about any spirit-based build. Plus the AI likes to spam them at the same spot, a firestorm works wonders on them :) Tycn 00:13, 8 April 2007 (CDT)


 * Considering that after I wiped the team the first time, I was never again able to kill one of them (seriously, they couldn't die!), I don't think that is overkill at all. Spiritual Pain, I like your thinking, an AoE Signet of Sorrow against IWAY peeps like skill.  I never saw one enchantment on any of them, so I think it was all spirits and weapon spells.  Consume Soul and Signet of Creation (AoE spirit deaths, no benefit to me though) are also skills I will probably bring on a hero.  I'll have to remember about the AoE too.  :P  Queen Schmuck 09:24, 8 April 2007 (CDT)

new Soul Reaping tests
Kourna, me as MM (not hero), using Ghial's Staff, 14 Death, 12 Soul Reaping, rest in Blood - keeping between 5-7 minions, very rarely 9, in party of 4. In party of 8, kills are way to fast, barely keeping 4 minions up (lack of energy on standard minion build, not even getting to Fiends). Confirmation on Flesh Golem running in circles, quit using him it was so bad (if 3 targets all roughly same distance to you, he keeps going between them). Bone Fiends selecting target as quickly as before and sticking with it until dead (by far the fastest to select a target from what I saw). Bone Horrors and Minions having trouble selecting a target, but then attack until it moves away or is dead, pretty much same as normal, maybe a tad slower to select target.

Kourna, me as MM (not hero), using Ghial's Staff, 14 Death, 10 Soul Reaping, rest in Blood - loss of 2 energy making large difference, barely able to keep up 7 minions in 4 man group, in 8 man group (hero/hench), 4-5 minions tops (kills happen to quick).

From what I saw, without spending nearly 1/2 your attribute points to soul reaping, you can not sustain an army as MM. Using +15/-1 energy mods is also out of the question, unless you swap them when casting any minion spell when not at 1/2 energy. This would also leave you with negative energy a lot, meaning no quick Taste of Death to save your butt. I have not tried this with Heal Area, but I would imagine that too is now out of the question (BotM then Heal Area combo) except in rare instances where you have nearly full energy after a fight.

Since there are very few benefits (5 skills, only 3 can be used at one time (3 elite)) to high Soul Reaping besides the inherant (and highly random) energy boost from it, it is of my opinion to now never put anything but left over points into the primary necro attribute. Because of this, my Rt is now a better MM, as at least the Rt has higher HP minions (even if a few levels lower). Queen Schmuck 14:08, 8 April 2007 (CDT)


 * If this attribute is not fixed (no longer destroyed in PvE, and actually fixed vs. Spirits) in one week, I will probably never play my necro again.  That is sad too, as I like playing my necro ( usually used to be SS).


 * Most skills are 10-15 energy, and for the reason that  don't take over their job.  To fix necro skills to be lower cost will hurt the meta game much more than Spiritway is currently making it unenjoyable (fast casting and affordable curses?  er, noty, I see that enough in PvE bosses).  I've seen Spiritway first hand, and in observer mode, and it is ugly, and still happening.  Neutering SR in PvE did nothing, repeat, nothing to slow down spirit spamming in PvP (hum, takes about, oh, 3-5 seconds to drop spirits...).


 * Because of the above, if ANet does not fix this by next week, then they are once and for all without-a-doubt proving they don't care about PvE at all, and to be honest, don't really care about their so-called PvP life giving customers either (since nerf didn't fix PvP either). Queen Schmuck 17:19, 8 April 2007 (CDT)

Would-be WoW ship-jumper
You know, if WoW didn't have a monthly fee, I would be gone from the GW scene. Seriously. This whole PvP thing more important that PvE thing is not in a PvE player's best interest (on top of PvE usually get short (and pointy) end of stick, too!). I am not really caring about how cartoony WoW looks, I am caring about how unrestricted it is. GW is so strict that it ends up being the same ol crap choice of 3 or 4 builds that actually work (at least until next nerf round, which is very often). ANet needs to think about this. The ability to have more than a "skillfully" copied from 3-4 build templates skill set, vast armor differences, mob controls (yo, Anet, add something like this to the game), and the like are exactly what makes WoW better (I've got a 2 week trial right here, I know from what I see it is better, way better than what GW offers).

As far as GW2 goes, new races, cool. BUT, to make new races work (at least worth while to have ability to use different races), they need to be specifically better at some things than others, like Charr are specfically better at Fire Magic (or just better elementalists), etc.

I still can't get over the fact that my super strong Warrior is crap. Eh, you ask? Yeah, my Warrior is crap, and is against all known styles of Warrior play. He can't tank (stance nerfs all around), he usually out damages spell casters (he shouldn't be highest dmg dealer when partied with an Ele), and this is the weirdest part IMHO, he has the exact same health as a frail squishy. Yeah, WTF? Constitution? Hello? Me big bad Warrior with lotso health... Nope. Mr. Monk has same. So does Mr/Mrs anything else. Effectively, the warrior should have health bonus for his strength. Since everyone that knows about strength knows that, as a primary attribute, it totally sucks, how about this, Anet. Change it so that Strength adds X HP for every level you have in it, like 5 HP / level, then remove the whole pile that is armor penetration (but only on skill use) as it is now. What's that? Don't want to mess with way attributes work? BS. Just do it now that you have set precident for changing the entire way an entire class is played.

If GW2 is just multi-race updated graphics version of GW1, I forcast bankruptcy in the GW future (late 2008, early 2009).

Queen Schmuck 17:19, 8 April 2007 (CDT)