Talk:Ursan Blessing

OMG! ARE YOU FREACKING SERIOUS! WIN WIN WIN WIN WIN WIN WIN WIN WIN WIN WIN --Blue.rellik 02:03, 23 August 2007 (CDT)


 * cough* Well, I believe written somewhere that norn can turn into bears so prehaps after a little help here and there you can turn into a bear as well. I sure hope Brutal Mauling is improved before I have to use it as a bear. Flechette 02:05, 23 August 2007 (CDT)

there's 2 versions of the skill, one given in 'mission' and the otehr is permanent.. cant remeber the stats for the mission version, but the permanent(useable in any PvE area) is elite, and affected by the norn title track, both put you at you -2 energy degeneration, no matter what proffession, and gives bonus health and armour, gain 1 energy when you deal or recieve damage, and end when your energy reaches 0 Tera arcane 21:06 24 August 2007 (GMT)

Only -2 regen? That's so win --Blue.rellik 22:12, 24 August 2007 (CDT)
 * Regardless of natural regeneration it's set at -2 energy degen 72.196.131.42 00:24, 25 August 2007 (CDT)
 * The temporary version's called Ursan Aura. -- Gordon Ecker 03:08, 25 August 2007 (CDT)
 * Oh okie dokie. I misinterpreted it as being -2 regen, not putting you at -2 --58.175.232.242 05:43, 25 August 2007 (CDT)
 * Look like ArenaNet was planing a Druid profession and instead they did this with the skills ideas (originally created for the Druid)-- NeHoMaR [[Image:User_NeHoMaR_sig.jpg]] 14:51, 25 August 2007 (CDT)

Found out that using a zealous weapon the energy regeneration is unaffected, so I did have -2 regen but also got 2 energy per hit. Haven't tested if the regen changes if you switch from zealous to something else (or the other way around tho). I found this elite very usefull doing the Norn Tournament, still having problems with that last one, but this might become the only skill you need and perhaps then it's possible for any class!Shai Meliamne 21:02, 25 August 2007 (CDT)


 * Sigh I really wanted my char to transform in a bear not stay as he was, I hope that was a skill and will be fixed by the offical release MageMontu 06:10, 27 August 2007 (CDT)

remove enchantments and RAMPAGE
I was on a hunt rampage,then I used bear thing,and rampage blessing ended (still was 30 secs left)
 * Hunt Rampage is an enchantment... --Kale Ironfist 19:27, 26 August 2007 (CDT)

Analyzing Classes and Aspects
Warrior - Strength - Swords, Axes, Hammer

-Worthless for maintaining forms. While you still will receive an armor bonus, and a armor penetration bonus, you form will end quickly and is hard to maintain outside of battle.

Ranger - Expertise - Bows

-See above. Bow attack range may seem like a good idea, but they’re slow. Spears would be better for that. Expertise is pointless because of the lack of energy requirements for skills. I'm not sure of skills react to ranged weapons, but I believe they are touch skills and Point Blank AOE and thus you should go /D for scythes.

Monk - Divine Favor - Staffs/Wands

-Good energy recharge is the only like putting like over warrior or ranger. You'd obviously have to go /D for scythes.

Mesmer - Fast Casting - Staffs/Wands

-Same as above. No spells mean the prim attribute is wasted.

Necromancer - Soul Reaping - Staffs/Wands

-Solo reaping will recharge your energy in battle, 40 energy mean you'll be able to stay in the form out of battle for a minute. Battle will totally recharge your energy, if you have adequate levels of solo reaping. Go /D for Scythes.

Elementalists - Energy Storage - Staffs/Wands

-Energy Storage means that you'll be able to maintain the form outside of battle for a long time. Each point in ES buys you 4.5 seconds outside of battle. That means at 10 ES, not including a weapon or runes, you over one minute and 15 seconds. Probably could hit 2 minutes wih a bit of stretching. /D for scythes.

Assassin - Critical Strikes - Daggers

-Critical strikes mean that auto-attacking will quickly replenish energy. I recommend you don't use daggers, rather use a scythe because dagger auto-attack damage is pretty bad.

Ritualist - Spawning Power - Staffs/Wants

-See Monk.

Paragon - Leadership - Spears

-Leadership will give some energy (I think) when you use Ursan Force or Volfen Bloodlust. Raven Shriek will also give energy, but has a long recharge time. I believe you must be within melee range for skills to work, thus P/D would be a good choice, again for scythes.

Dervish - Mysticism - Scythes

-Mysticism is worthless because of lack of enchantments. Scythes are good, but it would be better take dervish as a secoundary and get a nice primary attribute.

Clearly, the three best classes for aspects are Necromancer, Elementalist and Assassin. Assassin will do the most damage outside of skills, but has iffy regen and stability at best. They also get a small armor bonus. Elementalist is the most stable and Necromencer will get the biggest boost from battle. Elementalist and Necromancer will do about the same amount of damage. Paragon gets fourth place because leadership has a use, if a small one. Paragons also get an armor bonus. Warrior is in fifth place, for the armor penetration and +20 armor to physical damage. In second to last are Monk, and Ritualist, purely because of the extra default energy. Ranger brings up last, with no advantages. !71.252.100.125 09:01, 27 August 2007 (CDT)
 * Zealous weapons help to maintain forms, as does maintaining Balthazar's Spirit/Essence Bond on the person after the enter the aspect. Also, energy regeneration means jack all, since everyone is put to -2, regardless of energy regeneration. As such, Warrior with zealous axes/swords get a big benefit in dealing good damage through melee range skills while being able to maintain the aspect for the duration of the battle. Because of the fairly low recharge, you don't really need to maintain the aspect outside of battle, and Elementalists get hit the hardest when they decide to drop the aspect early, as they will have no energy. Necromancers get big points for Soul Reaping, but unless you have Tormentor's, it's unlikely you will enter melee. Assassins lose on Critical Strikes due to opponent level. While their critical hit rate is still higher, it is dramatically lowered due to the difference in levels, so the chancy nature of energy gain is not good for stability. Zealous daggers offset this, due to the double strike chance on auto-attack, and the melee range skills don't take into account the weapon anyway. Choosing to go /D is wasteful for any caster profession, as they'd still need points in Scythe Mastery (not a good sign to see a caster wading into melee). There's my assessment on your take on profession breakdown. --Kale Ironfist 09:12, 27 August 2007 (CDT)

energy hiding
Probably obvious, but don't forget to swap to a low energy set to end the blessing instead of using the skill that ends it. Darthnice 09:43, 27 August 2007 (CDT)

Wasnt able to get into sneak peak, can someone comment
Just fixing up the main list but this one confuses me are these (form based) skills temp or permanent skills? Is Ursan Blessing the only permanent and the skills it gives you temp or how does it work? -- Xeon 20:49, 27 August 2007 (CDT)
 * It's an elite skill that lasts until your energy hits 0. For as long as you are under the aspect, you get a different skillbar. --Kale Ironfist 21:01, 27 August 2007 (CDT)
 * Ok, kinda answered it but i found the answer anyway. Another question is how many new mission based/explorable based skills are there that have been sighted so far? (not effects, im talking about skills that are like Junundu skills and Vial of Purified Water.) -- Xeon 21:20, 27 August 2007 (CDT)
 * Sneak peak only showed three, temporary versions of each of the blessings which had no variables (each had flat numbers for every effect). --Kale Ironfist 21:23, 27 August 2007 (CDT)
 * Hmm if there are more the main skill page will need to fragment the temp skills list then. -- Xeon 21:25, 27 August 2007 (CDT)