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Posts posted by Kidel.2057
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It's very good now. Thank you. Nothing to add.
Having them in different colors would benefit party play.
I still hope for costs or CDs to be reworked (maybe to at least make Razorclaw worthwhile vs Soulcleave and weaponskills), but at least they look fancy now.
And well, they can still be killed
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So Math proves that 3/18 skills are worth using, including the AA. Nice
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https://wiki.guildwars2.com/wiki/Winds_of_Disenchantment
This skills can strip 40 boons in 2 seconds (200 total), prevent them, destroy projectiles and even give a field.
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> @messiah.1908 said:
> > @Kidel.2057 said:
> > Am I wrong or Razorclaw's Rage has been nerfed and hidden behind an ambiguous phrasing of the note? Now it allows allies to apply 50 max stacks of bleeding total, while it had no such limit before.
> >
> > So basically still high energy costs instead of huge energy costs + a nerf + a fix on the absurd stun break on healing. Nice.
>
> its stop stacking if target hits over 50 stacks of bleeding . basically each player can do 10 stack of bleeding before the change as the skill timer is 10 sec with 1 sec interval. with 5 allies its 50 stacks. i think maybe with 2 renegade using this skill at the same time ti cap is 50 bleed or else you could stack 100
So having 2 renegades is useless. Yay even harder to find a group
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What's the advantage of having energy on Kalla? Every skill has its own cooldown, energy on Kalla is completely irrelevant. It just prevents from using skills when they are off cd.
"Oh look, an enemy has stunned me during an upkeep, I'll just use Darkrazor's Daring to stunbreak"
Not enough profession-specific energy. Of course since it's **30 energy cost**.
Please Irenio, acknowledge the fact that we basically have 50 energy, since you never reach 100 in a real fight unless you stop using skills for 5 seconds.
Also all the skills that are too powerful to be spammed have high energy costs and no cd. If the energy cost is high you don't need to add cds. And vice-versa.
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The problem is that with many skills Energy seems an advantage, allowing for skill usage detatched from cooldowns. However sometimes it seems an obstacle, mainly when energy cost is huge or skills have energy costs and cooldowns. See Kalla: what's the advantage of having energy? Every skill has its own cooldown, energy on Kalla is completely irrelevant.
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Good luck surviving conditions with half the professions boonripping resistance
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Am I wrong or Razorclaw's Rage has been nerfed and hidden behind an ambiguous phrasing of the note? Now it allows allies to apply 50 max stacks of bleeding total, while it had no such limit before.
So basically still high energy costs instead of huge energy costs + a nerf + a fix on the absurd stun break on healing. Nice.
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> @"Host Tar.8436" said:
> Lower energy costs is great thanks! As others have said, some of them are still not worth using for the costs, but I guess I need to play it out in PvE more to see where f2 & 4 will work.
> But very glad for most of the changes.
You need good dps rotations even in pve, so I don't see how wasting half your energy on 1 slow and weak attack can help.
The main problem is that HoT has made conditions the meta. Rev could survive thanks to Mallyx, but now PoF will introduce huge boonrips on many classes. What is Renegade going to do against Weaver perma condi immunity? What is Renegade going to do against a Spellbreaker or a Scourge? Summon a dancing charr for some crupple at 30 energy cost?
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Thumbs up for moving the stun break and lowering some costs. Still the F-skills are not worth using in any game mode and summons will explode in half a second in wvw and get fear in wvw.
Can't wait to see the new animations since you hyped them.
Can we hope for some buffs on core Rev? Renegade will be worthless against creep specs like the Spellbreaker if nothing is done.
If Renegade summons can still be targeted…
in Revenant
Posted
> @Dragon.8762 said:
> Being able to hit and kill the summons adds counter play. I'd rather they replace one of the traits into a trait where, once you summon a summoning skill, that summon gains an X amount of toughness and pulse stability for 3 seconds for its self.
Are you implying that moving away from the area is not enough counterplay? Or that they are so strong compared to normal wells and marks that they need such counterplays? Isn't energy cost on top of CDs enough?
What's the counterplay for this, can you CC it? https://wiki.guildwars2.com/wiki/Winds_of_Disenchantment