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Hannelore.8153

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  1. > @"The Greyhawk.9107" said: > Not likely. The All effectively restricts the possible number of EDs that would have existed during the Rite to only Six, and none of those six have a corresponding Power Set that would match the Great Dwarf's power over Stone. The closest we could get would be Primordus, which is not only a stretch power set wise but also completely counter to the Rite's purpose, and Kralk, which still doesn't line up. Branded don't just change into crystal they get reshaped into abominations. Dwarves just turned to stone, their shapes didn't change. ***SPOILERS FOR ICEBROOD SAGA*** The Stone Summit tried to resist the ritual using Primordus' power and ended up transformed anyway, and corrupted on top of that. So while Dwarves may not be dragon minions, Primordus might have their knowledge, including how the ritual works. Its been shown that corrupted beings reveal all to their new masters, so he likely knows everything the dwarves knew.
  2. Until servers are locked out and then matched against each other by a fixed population, spawn camping will continue. Its just a product of stacking and blobbing, like many other things.
  3. Its not a per-player glitch, my guild did this dungeon recently and every player in the party just saw blobs.
  4. I hope its different than guild halls in that we don't have to pay 100g to craft a plant decoration.
  5. Support Thief is literally the last spec I'm waiting for. The big problem right now is while they can heal, cleanse, buff, and stealth allies, for some reason all those builds are exclusive to each other and can't be used together as a pocket healer like on other classes. For example, to heal allies effectively you need a whole bar of Venom skills, which then don't even use your own Healing Power unlike the leeching skills of Necro and Renegade which use the caster's heal scaling. And that leaves very little room for stealth abilities for quick & safe revives, or Cantrips for Might stacking, etc. Or utilities that need to be taken for cleansing due to the lack of access to Light fields for generic cleanses. You also can't readily take projectile hate at the same time either, despite Thief having some of the best skills for it. I tried very hard to make an effective support build, but there just wasn't any way to bring everything together like I could on Chrono, Druid, Firebrand, Scrapper, or Tempest. So while Thief has excellent support capabilities, until the various aspects of it can be used together simultaneously they'll never be an effective support class, just provide the occasional stealth ress or such, and that's unfortunate. But Thief has always been this way, I think. The master of one or two aspects of their builds, and lacking versatility everywhere.
  6. The biggest reason Druid isn't used its because its just not very good at mobility. Yes, Firebrand, Scrapper and even Tempest are better supports, but if you look at what makes them better supports its not specific boons like Stability but that all their skills can be cast while moving, have low cast times overall and are difficult to interrupt, and often affect enemies in some negative way too. Imagine Firebrand without Quickness, Scrapper without Superspeed, then throw in long, often rooting skill casts. Druid is good on concept, but this is an action game where you roll over things. If Druid could realistically keep up with a group while still having all their support abilities viable, they'd still be taken by groups despite the deficiencies. Just take a look at Healbreaker, which I main. It's all about mobility in WvW.
  7. Power is commonly known as Attack, Damage or Strength Damage(%) is a hidden stat that increases your physical damage exponentially, derived only from your build Toughness has no equivalent in most games but its basically armor points as a stat; damage reduction Vitality is commonly known as Health, Life, Constitution, or just Vitality Precision is commonly known as Accuracy, Dexterity or Critical Hit Chance Ferocity is commonly known as Critical Hit Damage, though many games don't allow you to increase it like you can here Condition Damage is commonly known as Damage Over Time Condition Duration (Expertise) is the duration of debuffs *and damaging conditions*, so it affects Damage Over Time as well Healing Power is Healing Over Time, but here it affects self-heals too, not just on allies Healing(%) is a hidden stat that increases your healing linearly to allies, derived only from your build Boon Duration (Concentration) is the duration of buffs including *Regeneration*, so it affects Healing Over Time as well Life Steal is a special mechanic affected by both Power and Healing Power
  8. I don't understand the game's fascination with extremely grindy objectives lately.. I hope we get some meatier content near the end of the episode, but at this point its become like a long-running anime where you have to play through unrewarding filler while you wait months inbetween the actual content being released. (That said, I do like DRMs and I'm glad we're getting alot of them instead of just a few before they get abandoned.) But what I feel the most nostalgic over is how they used to constantly update the game with QoL features.
  9. Burn Guard hasn't changed much in any of its Core, DH or FB variants. You can also do all three on the same gearset and with only separate build templates, since the only premise behind it is to use 100% Burning Duration from Balthazar(pure condi) or Flame Legion(Power backing condi e.g Grieving stats) runes, the Sigil of Smoldering, Radiant Fire(Torch) trait and 15% duration food, then taking Permeating Wrath. There's minor tweaks you can do like sacrificing to get higher raw burning damage, or Spirit Weapon burning, etc. But they all more or less operate on the same principles of exploiting max Burning Duration combined with Permeating Wrath. Its still popular in competitive modes because it can be used with tanky condi-only gear like Dire. Not much Expertise needed. Trapper DH is mostly unchanged in PvE, but the competitive variant now uses Trapper runes for stealth play. Because of the DPS loss from the mostly unused Condition Damage/Duration stats on the runes, you need to take full Marauder's gear. Its possible to also use them with burning builds that use Renewed Justice, and the other Virtue/Spear of Justice traits. You can also do quasi-burn-trapper DH using some Expertise on gear to still hit 100% Burning Duration, like with Bringer's stats. If you can't decide then this is probably the best route to go, but its not as good at either role. Just average.
  10. The best thing they could do for turrets is just attach them to the Engineer, like Wells work now. So you'd be running around and the little Rocket Turret on your back would be firing rockets at some poor ambient deer just trying to eat some grass. The difference between Gyros and Turrets is Gyros would be pulsing fields while Turrets would be attack vectors. While we're at it, do the same thing with Ventari's tablet on Revenant.
  11. I wouldn't rely too much on the DSD bringing revamped underwater combat. Its certainly possible but alot of players are afraid the devs will take the same cheap route other games have, where the "deep sea" maps are just land maps with an ocean as the skybox, so you're "underwater" in a shielded city or something. We won't know until it hits, though.
  12. For Warrior at least Warbanner, Signet of Rage and Headbutt (for instant Berserk Mode) all have a solid role. I don't think Elite skills on any class are very good outside of a few exceptions. Most of them are just regular skills with very high cooldowns, and have been in need of revamps for many years. Players only take them because the slot can't be used for anything else. Not to mention that on the Core specialisations, Elites are missing for many skill types entirely (e.g Well for Necro). Alot of healing skills are in the same situation, and are only taken because players have no choice.
  13. > @"Dadnir.5038" said: > > @"Trevor Boyer.6524" said: > > Performance of Thief is bad after 8 init shortbow 5. > > > > Honestly that change needs to be reverted. > > If the performance is bad after shortbow#5 nerf, then reverting this change would be a mistake. The level of performance of a profession shouldn't depend on a single weapon skill. > > I'm not saying that thief don't need some nice buffs, but thief certainly don't need to depend on a single skill either. Reverting the shortbow nerf will only lead thiefs to return to it's initial state where player couldn't fathom a thief build without a shortbow. The problem is, this is all Thief builds in general, not just Shortbow. Due to poor class design they have a low diversity for skill use, even if you try to do something completely different you still end up taking mostly the same skills. Compare this to classes which can take *radically* different builds into battle and still succeed.
  14. It only triggers when summoning a Sand Shade (F1) which is considered Shroud Skill 1.
  15. Thief is the worst. Its both too good and too bad at many things, so it feels awful to play sometimes. It essentially needs some sandpaper taken to it to smooth out all the rough edges and make it more balanced and viable in any situation.
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