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jul.7602

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Everything posted by jul.7602

  1. I agree. > @"Soilder.3607" said: > Hello. In terms of large groups and zergs, Druid has been underused in comparison to other elite specializations. Most prominently, Firebrand and Scrapper are more preferred supportive specs when compared to the Druid. The reasons for this are varying. > > The Firebrand offers superior boon output and can grant the highly useful Stability and Protection, while the Druid cannot share Stability with teammates and has limited means of sharing Protection. Though the Druid can offer more raw healing than the Firebrand, the Firebrand's numerous sources of condition cleansing, boon sharing, and respectable healing output nullifies this advantage. > > The Scrapper cannot unconditionally share boons as frequently as the Firebrand may, but offers some of the highest condition cleansing output in the game that also doubles as a way to convert conditions into boons. On top of this, the Scrapper packs easy access to utilities such as group superspeed and stealth while also being able to sustain powerful and constant healing. > > The suggestions below are put forth in an attempt to improve the Druid's ability to support groups by improving some of their more selfish traits as well as improving some underperforming skills. > > **Druidic Clarity** > * Instead of clearing all conditions from the Druid, this trait should remove 3 conditions from the Druid and 3 more conditions from up to 5 allies around the Druid, with an AoE radius of 300. This change would shift the power of this skill away from supporting solely the Druid to supporting himself and his teammates, thereby making the Druid more vulnerable to conditions yet enhancing his ability to cleanse his allies. > > **Seed of Life** > * The radius of this skill should be increased to 240. Correspondingly, the blind duration will be reduced to 3 seconds. This radius increase is significant enough to make Seed of Life a much more reliable tool for cleansing allies, as the prior radius of 180 is limited. It is now much more likely to affect its total potential of 5 targets. > > **Lingering Light** > * When entering Celestial Avatar mode, instead of your next attack blinding your foe and healing yourself, up to 5 enemies near you are immediately blinded for 4 seconds at a radius of 300. The 50% increase in healing to allies would remain the same. This trait has a design flaw in that entering Celestial Avatar mode removes much of your ability to attack enemies by replacing your skill bar with Celestial Avatar skills. The Lingering Light effect as it is now only lasts for 5 seconds, during which time it is likely that the Druid will spend most of his time healing and not attacking foes, wasting some potential of the trait. > > **Celestial Shadow** > * This trait will no longer grant stealth. Instead, superspeed will be granted to the Druid and his allies when he both enters and leaves Celestial Avatar form. This change will allow the druid to more frequently grant superspeed to his allies. Though the loss of stealth may be impactful on roamers, in large fights it is less of a consequence where the ability to grant superspeed is more beneficial. > > **Cosmic Ray** > * Instead of being a ground targeted skill, this skill will now always land directly on the Druid. Its radius will be increased from 120 to 240, and consequently it should see a healing reduction of 20%. This change greatly increases the usability of Cosmic Ray as the prior radius is extremely difficult to heal allies with. The PBAoE nature was chosen to make it consistent with other healing "auto-attacks" such as Med Blaster and Desert Bloom. > > **Astral Wisp** > * This skill will be redesigned. The new version will retain the same range, cooldown, and casting time with an improved radius of 240. Instead of summoning an astral wisp to circle your foe and heal allies periodically, the skill will now immediately cause an astral explosion on your target that heals allies with a healing power scaling of 550(0.5) and a target cap of 5. Enemies in the blast range will be blinded for 3 seconds but take no damage. > > I do not anticipate Druid replacing the current staples of Firebrand and Scrapper; these suggestions are merely an attempt to push the specialization in the right direction. Thank you for taking the time to read this post. > I agree
  2. > @"Hannelore.8153" said: > Target caps should be doubled on offensive skills which would literally half the "spread" of damage in zergs. By doing that and leaving the number of targets for support skills at five after the recent changes, it'd give smaller groups the advantage. > > The problem with building a game around using siege for zergbusting is they can just build a balli and destroy it in 5sec, and a zerg will always have an advantage at building siege due to increasing builders, blueprints and supplies, so players need to be capable of their own "siege warfare". I've seen this done in other RvR games and it does work. > > In the early days we somewhat had this with skills like Meteor Shower, but hard nerfs ruined those tactics. We have a winner.
  3. > @"Bristingr.5034" said: > > @"LetoII.3782" said: > > > @"Bristingr.5034" said: > > > They're free to come play on the BLs if they want fights. > > > > You'd go hide on a different map. > > > > > their link is dragging them up to T1, so they get what they deserve. > > > > Jelly xD > > Nah, they're just not fun to fight. And EVERY other server can attest to that. I'm in a JQ Server as well and they were complaining about having to fight them last week. FC asked to not push them up to T1 so they didn't have to fight them (which I don't think they expected to drop to T2... lol), and so forth. Face it, when your server is nothing but SMC-humping kittens who love to spawn camp and play ONLY on EBG, no server wants to fight you. "SMC humping kittens who love to spawn camp"? You realize how contradictory that is? How are we humping SMC and spawn camping you at the same time? Mag is a very fight friendly server. If people don't want to fight us in SMC, fine, I get it, its a long walk there. But in that case don't get salty when we go out, take your keep and then bring the fight to your spawn. Again, mag is a very fight oriented server, just ask FC and AR how far they have to go from their spawn to get fights from Mag.
  4. > @"lordmeowalot.8135" said: > Hi all! > > I'm looking to transfer from EU to NA and am looking for a server with a healthy public community, namely: > 1. Frequently has skilled commanders that enjoy leading PUG groups > 2. Players are generally skilled enough so that fights are often enjoyable, come on voice chat, and follow commands instead of scattering like a swarm of pewpewing locusts > 3. I'm most after the fights but I don't want an extreme imbalance between PPT/fights > > I don't mind there being lots of guilds as long as 1-3 are there (anyway, it seem like its often guild members who lead) but I don't have the schedule to allow joining a hardcore guild at the moment. > > Would greatly appreciate any recommendations, thanks! As far as average skill level, mag pugs are leagues ahead of other pugs from different servers. Mag is also very fight oriented. However, we don't (rarely) use voice coms. Frankly we don't need to, as we just steamroll through most groups anyway.
  5. My earliest memory was buying gw2 a few months after it was released because I was super interested in WvW. I thought that I would change the tide of battle with my lvl 16 ranger wearing a mish-mash of fine and masterwork gear. I joined EBG, followed the commanding tag into battle, only to get 1-shotted by some cleaving autoattack of an enemy.
  6. Yeah. Support tempest was barely considered metal, and now they basically half their support capabilities, which even then was only just enough to put it at parity with scrapper.
  7. Talk about entitled mindset... Yes in WvW there are rewards. Definition of reward: a thing given in recognition of one's service, effort, or achievement. In order to be rewarded something, you must first do something.
  8. A fight guild isn't necessarily a GvG a guild. There are plenty of fights oriented guilds in T2 and T1 despite what some people think.
  9. > @"RisenHowl.2419" said: > > > This is about the worst case scenario for burn dh in zergs. Little to no cover conditions, strips, corrupts, or boon support from your squad against a comped guild run with 2 cleansers per party. Majority of the burning damage still gets through because it's covered multiple times a second with vulnerability and cripple. > > If your guild runs scourges that can cover your burning damage and strip protection/resistance, your damage goes up considerably against guild groups and even more so against pugs. > > If your guild runs a comp of mostly heralds, reapers, and scrappers then you're better off playing power dh because there's nothing to help your burning get through. In general, power dh is better against coordinated guild groups. > > > > No comp against groups that are not well organized, burn dh is very strong. Easily the best class for clouding > > > > With a guild against groups that are not well organized, burn dh is busted af Finally someone what understands. +1 because I don't have to debunk anything.
  10. The rune is fine, you're being outplayed. The golems have terrible AI, aggro forward and get quickly cleaved out by the enemy.
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