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The Boz.2038

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  1. In the Southwestern Silverwastes, west of Amber Sandfall, south of the bottom vine canyon, is a small cave. Enter it. Continue through it.
  2. ? You can literally sprint through the cave in the lower left.
  3. It really doesn't take much to make *one* trait at each level to be selfish and maybe even somewhat offensive.
  4. S4 doesn't add 2 mounts, just one. Skyscale isn't a S4 mount, it requires *all* expansions and seasons. It just happens to start in S4. But yeah, S3 > S4 > S2. S2 has a few redeeming qualities (BL Key per character), but meh.
  5. I'd miss it, thematically, but "crunching" the differences to +/- ~2k, instead of 5k health? That'd be neat.
  6. Just make it Impossible Odds/One Wolf Pack for 6 strikes, 6th strike has 2x damage. There. Done.
  7. Pets absolutely need to be crunched up into the five Soulbeast archetypes. Within an archetype, all pets are identical; they're just skins for you to pick, with the same stats, skills, Soulbeast boosts, etc. Also, Legendary Pets! Yay! I dislike how the Druid is designed about team content, and is really, truly painful to play outside it. Any redisign of it is welcome.
  8. The way Reaper's Onslaught works is that is a "skill", and Reaper's Onslaught instantly recharges it, triggering the "gain quickness in shroud" effect.
  9. It takes *a long time*. And they don't last long. And they can spawn at any of the fort's gates/walls, with two (or more) spawns per gate. You have to actively roam around the fort that can spawn your guy. Make sure map knows you're looking for a legendary. Join a RIBA/CF group. Once one spawns, and you kill him, it is likely another same one will spawn instantly. And then another. And this will infuriate you. Because Anet is inept at balancing random spawns on this map.
  10. O dang, Legendary Inventor with a ENTER GOLEM AND BREAK STUFF elite skill would be NICE!
  11. Since the build is not proccing into explosive traits, the only effects of Storm config are double range, 20% projectile finisher, and 50% more heat. That is a terrible choice in this build. Zephyr is mostly irrelevant in this build, also. Cleansing Sigil covers the condi threats. Additionally, Eclipse gives you at least two thousand barrier every six seconds (there are two strikes). Up to 10k. That's relevant. Barriers give your heals and regen and condis more time to do their magic.
  12. > @"Lan Deathrider.5910" said: > Berserker would greatly benefit from the following: > > F1: Enter Berserk Mode. While in Berserk Mode becomes the Primal Burst of the equipped weapon. > F2: Strikes around the Berserker, gains 1 Strike of adrenaline per foe struck (10 total strikes if you hit 5 people), and gains 1 stack of might per foe struck. If you are in Berserk Mode this skill causes you to exit Berserk Mode. Does not cost adrenaline, does not count towards burst related traits, 6s CD. This skill is available while in or out of Berserk Mode. > > Berserk Mode can be entered at 0, 10, 20, or 30 adrenaline. Base duration is 12s, with an extra 6s of duration gained per 10 adrenaline spent. Adrenaline spent triggers burst related traits as normal per adrenaline spent, but if entered with 0 adrenaline these traits are not triggered. The base CD of Berserk Mode is unchanged. I kinda like where you're going with this, but I'd go a tiny step further. Non-berserking and berserk retains three adrenaline bars. F1: Spend all adrenaline. Enter berserk for 6 seconds, plus 6 seconds per adrenaline bar spent. This, at 3 bars, lasts longer than the current one, but at the shortest allows for a quick pop-in, and execution of one burst (two with certain skills and traits). F1 (in berserk): Execute the rage burst. All rage bursts are T1, spend one bar. Otherwise unchanged. F2 (in berserk only): Ends berserk instantly, perform a medium (comparable to GS1-1) strike around you, expend all adrenaline, gain health (my brane farted, wrote in might here originally, always meant health, as it is to be a defensive or resource-saving measure) based on adrenaline spent. F3 (in berserk only): Increases current berserk by 5 seconds, regains ~33 Endurance, spends one bar of adrenaline. 10s cooldown. This would allow the warrior more control over their berserk duration. They could pop in and out based more on their build, and less on the clunky, slow-to-build, locked-in style they have right now.
  13. > @"Lan Deathrider.5910" said: > (they all round up at 97% duration) Nothing rounds up. The displayed duration is rounded off, but the in-game actual duration can go into at least three decimal places. Damage conditions that don't last out the full last second cause fractional damage proportional to their duration; the final tick of a 6.6 second bleed that normally ticks 120 damage will tick for 72 damage.
  14. > @"Virdo.1540" said: > 10man alac, 5man 25might Expand on this.
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