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crazyhusky.2985

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Posts posted by crazyhusky.2985

  1. > @"Hogwarts Zebra.8597" said:

    > @"crazyhusky.2985"

    > I'd use save yourselves shout instead of stand your ground. it's also a stunbreak, has much longer retal duration, and gives fury as well

     

    True. but Stand your ground has a shorter cool duration which breaking out of stuns more often, it also gives stability preventing CC and stuns for a short while.

    Secondly Save yourselves also draws in condition from allies to you, for someone who wants a general build to survive, getting more conditions on you is counter to what they want.

  2. > @"chrispy.7182" said:

    > * I made a Guardian and I am now level 80.

    > * I am finding it very difficult to optimise a solo PvE build

    > * * I need a build with high survivability and decent DPS

    > * I want to be able to solo Bounties and Champions

    > * Is that possible? Can you please link your builds and give me some tips

    > * Thank you!

    >

    >

     

    Here is a power DH build I use

    http://gw2skills.net/editor/?PWyAEt3lFwcYYMEWJO0L/tcA-zRZYBR96cIIExwBVGRUVVkq2OA-e

     

    It's pretty much the standard Power build. but the armour is different.

     

    I have it set up you get 100% crit when under fury and Retaltion.

    This build centred around Greatsword, Using Greatsword Skills 4 and then 2.

    If you use Processes of Blades (the trap) with GS4 you should instantly get 100% for crit for a few seconds.

    You can exchange "Stand your ground" out for "complation of purity" if you want a condi cleanse while keeping a stun break, it is useful for heavy condi fights.

     

    Stand your ground is there for scepter since you have no way of getting Retaltion without Greatsword other than using the healing skill.

     

    The armour is marudaer with zerker accessories amd 1 valkyrie ring and maruder trinket.

    You're already capped on crit fury and Retaltion with full zerkers so I subbed out of the zerker armour for Vitality.

    If you go over 100% crit, you're kinda of wasting stats that can be used elsewhere.

    So this build gives you 15,000 HP to survive longer, without having to sacrifice too much damage.

  3. I feel that Guardian Dual pistols would be a good thing on guardian. It would cool work with a theme.

    It needs a purely power based offensive offhand weapon and i think pistol would do that without hindering guardian.

    Since you could pair with scepter and have a mostly ranged guardian.

     

    Though a main hand pistol would also be cool.

    Rifle and Shortbow would be pretty awesome too.

     

    Daggers don't really suit guardian, its too bulky, slow and heal based to for them.

  4. The random animals mobs on maps are annoying.

    You'll try to start a fight with someone or a group and out comes a random Moa or wild cat thing and attacks you.

    I get that want the maps look real and stuff but its suppose to be mode where you're fighting people and taking objectives.

    In my view that stuff shouldn't be aggressive and attacking players. They should be passive.

     

    If It isn't some sort a Guard defending something or an objective (for example Giant Wurm) then it shouldn't be going to attack players.

    Furthermore I Think they should also have the health of ambient creatures like rats and flies. So they die in 1 hit.

    I would say get rid of them but They help necros to get life force but it doesn't mean literally one else suffer with them. Make them passive so they don't bother people.

  5. > @"Infusion.7149" said:

    > > @"otto.5684" said:

    > > @"Infusion.7149" I am WvW illiterate so I trust what you say.

    > >

    > >**In PvE virtues is not ran in any build. Neither is core.** The idea is bringing core closer to FB and DH, but not retake them. Also, add virtues in the mix as a line to be considered by FB and DH dps, which it currently is not. I do not see an issue of being able to use the active on part of VoJ every 20 secs while maintaining the passive. I was also considering core burn, which has zero flexibility to use VoJ active at all. And it surely is core only. Justice having charges for DH or FB is beyond broken lol. This is why the charge is on the base VoJ skill not as part of the virtues.

    > >

    > > Courage It is more of a PvP thing. Having charges or not won’t impact PvE. VoC is so bad. So terribly bad. 1 aegis? Weapons skills do that far more frequently. Heck, both shield and mace provide aegis on 20 and 15 secs + protection. MOS can do that on 9.5 sec CD traited. Again, the 2 charges would tied to base virtue, has nothing to do with DH or FB.

    > >

    > > FYI, I only made minor changes on 3 traits in cities line. this is not a rework by any stretch. And one of them is changing a number for 10 to 15% only I. PvE.

    > >

    > > I think the unscathed contender change and VoJ 2 charges are neat changes. The courage change and battle presence are... not. It was more of: “what could change without buffing DH or FB, and be broken?” These are the best changes I could think of. I am sure someone else could have a better idea. If you have suggestions (or anyone) I am more than happy to incorporate in my OP. As if Anet will ever make changes to core virtues ?

    >

    > ????

    > Core and a variant of DH runs Virtues right now. I'm not even big on PVE and I found that in 2 seconds.

    >

    > https://snowcrows.com/raids/builds/guardian/guardian/power/

    > https://snowcrows.com/raids/builds/guardian/dragonhunter/power/#pills-Virtues-trait-line

    >

    > https://lucky-noobs.com/builds/core-guardian

    > https://lucky-noobs.com/builds/power-dragonhunter# (2nd tab = virtues)

    >

    > See team comp for Samarog and Cardinal Adina on LN as well as the Gorseval comp on Snowcrows. Both sites have core guardians.

    >

    > Where are you basing your opinions from?

     

    I agree For Power DH run radiance/zeal/DH.

    I wouldn't run Virtues over Radiance on a Power build, snow crows heavily min max everything, a normal player PvE would never get that damage output.

    Unscathed Contender is too frincky and you can't guarntee you'll have aegis all the time, one hit that aegis is gone, and bye-bye 20% damage modifier. Especially in raids where EVERYTHING is constantly hitting you, how are you suppose to keep aegis on you at all times? its not a build i'd reccomend to anyone.

    Run radiance instead of virtues you can get access reataltion thru GS4 and one of the signets if you need it. Other allies will provide enough retalition anyway. Don't use the virtues traitline on DH.

     

    Yes. There is a power core guardian build for PvE its not very friendly in general if you want to max out your damage due to Unscathed Contender and limited damage options, you are just better off Running DH while using radiance/zeal/DH along with traps and SoJ. The damage modifiers are just much easier to manage. Using the spear (f1) +10% damage modifier and hitting cripped foes +10% damage. there is your 20% damage modifier without having to rely on a boon that can be easily striped off you.

    Not saying you can't power core guardian you do get a tiny bit extra damage if you can maintain it, but in my view its not worth the trouble. Virtue line is very is weird damage wise.

     

    I don't know a lot about Firebrand since I don't use it and stand it and can't be bothered to unlock it (i played it in beta didn't like it, I prefer core and DH)

    But from friends that use condition firebrand they use radiance/zeal/FB not virtues this because you NEED torch for condition firebrand and its trait also the amplied wrath helps. Zeal has a few things that help condition wise, like the condition trait and armoury trait. I know the condi Firebrand orginally ran virtues/zeal/FB because of premating wrath but when torch got redone, so did its trait so using the radiance line now gives more DPS than virtues.

    Power Firebrand isn't really a thing, You can use firebrand with power but you are just WAY better off using Dragonhunter. You can use power support FB but apperently condition version does more damage. Firebrand wasn't meant for power.

     

    The only type of FB or DH I know that uses Virtues is the support/healing kind due to the passive healing.

    To be honest I think the Virtues traits just all over the place. I think the traits need to tweaked a bit.

     

  6. i feel like DH really needs improved virtues.

    Maybe change all Dragonhunter's virtues to be chain attacks, 3 part attacks to make them different from base and FB.

    Similar to how the f1 virute already has a 2 chain attack (throwing of the spear and pull). but make all 3 virtues 3-chained attacks

    It's already possible since F1 is a chained attacked they would just need to expand on them,

    For the f1, the 3rd move should be an aoe roar that dazes or fears and cripples foes that you pull close or something else damaging.

    More cleansing and healing, then AoE boons on f2,

    and for f3 AoE barrier, Retaltion, protection and stability.

    This will mean they have to change the traits to DH slightly. Or have them only effect the first skill in the chain (keeping them the same)

     

    For base guardian's virtues i do think the virtues need to an edit, they don't feel strong, only f2 is worth using to clear condi. other 2 don't feel useful at all.

    Give f1 a pulsing AoE burn upon use in addition to its effect of giving you 5 hits of burning. So its an actual damaging attack.

    A strenght the healing power to f2.

    Change f3 to an small personal absorb protectile ward for 3 or 4 seconds that gives aegis to allies

  7. I agree Guardians should have access to barrier but only Dragonhunter. Barrier would suit Dragonhunter more than Firebrand.

    Dragonhunter's F3's is a barrier in front of you. So it should have access to the barrier boon in some way.

    Firebrands literally have everything except barrier and Alcarity, Don't give it to Firebrand. Which mean that Base guardian can't have access to it either.

     

    You can tie to the Barrier to Dragonhunter's virtues and a few other traits.

     

    **Shield of courage**

    Virtue: Grants aegis periodically. When Aegis broken gain Barrier. (Passive Barrier gain refreshes when the virtue aegis does so you don't get tons of it)

    Activate: Grant aegis and barrier to nearby allies and create a shield in front of you that blocks attacks. When the shield expires gain barrier on yourself.

     

    **Wings of resolve**

    Virtue: Regenerates health.

    Activate: Gain barrier then Leap to a target area, healing yourself and allies in the area.

    (if they aren't going to put a dodge on it despite you're literally leaping in the air as if you're dodge something, then they could at least give us barrier on it before the jump so we are more likely to survive)

     

    **Hunter's verdict**

    Pull all enemies tethered by the Spear of Justice to you, breaking the link and turning it into barrier for yourself.

     

    Also on a few other things

     

    **Fragments of Faith**

    Trap. Lay a trap that deals damage and unleashes multiple fragments into the area when triggered. Each fragment grants aegis to allies, If you or they already have aegis get gain barrier instead. (it should give barrier on activation too)

     

    **Pure of Sight**

    Deal bonus damage based on your distance to the enemy. Gain Barrier when hitting foes beyond the thereshold (foes over 600 range)

     

    **Bulwark**

    Shield of Courage gains increased radius and duration, and the increase strenght of the barriers from the Shield of courage. (both passive and active)

     

    **Heavy light**

    Gain stability and Barrier when disabling an enemy. Deal increased damage to disabled foes.

  8. QoL

    These are small but would help out parts of the community.

     

    1 - **Have the game remember what mount you use in each mode.**

    (Its rather annoying coming into back PvE from WvW and have Warclaw selected as the mount when you had the raptor selected, the warclaw it doesn't anything in PvE)

     

    2 - **Have templates save what armour, weapons and backpieces are hidden and what visible.**

    For example I like my characters having the Quiver as back piece if they have bow on that build, but if I swap to other build without bow I don't want back piece showing on that build. Having the build remember what is visible and isn't would be nice change as it allow people to automically have their characters the way want them between builds without having to toggle head armour, weapons and back pieces everytime.

     

    3 - **Automatic throw away materials if you have max of it in Material storage.**

    I feel like this needs to be a thing.

    Countless times you get these Ascended materials, you can't sell and that you don't want because you have max amount of them stored already but still keep getting them and don't want them since you don't need, so they end up cogging up your inventory.

    This should be a function is be toggled on from the material storage by the player. **ONLY when they have the max amount of that material stored in storage.**

    This will stop a lot people getting annoyed getting random bloodstone dust and other items they don't want.

    The items should be marked with an icon within the material storage to denote that they drop this item automically, and it should be displayed on the tool tip when they hover over it.

    Example

    Blood stone dust

    1500/1500

    You've marked this item to be automically discarded upon recieving.

     

    If they use the item for crafting or withdrawl it, then auto drop gets disabled until they have the max amount of that material stored in storage again.

  9. Well if you reduce the player cap sizes in maps, then I feel like there something should be added in there to offset the player lower count.

     

    What you could do is either re-purpose EOTM (edge fo the mists) into a new map, like complete revamp it and make it part of the actual wvw maps, make function like a normal wvw map. Or get rid of EOTM and give another wvw map to reduce the load, 5th map, a neutral map, which doesn't belong to anyone.

    If the players are divided between more maps then wouldn't that help?

     

    We have EBG, Green Borderland, Blue Borderland and Red Borderland.

    Make a Purple Borderland which is netural, Give it Jungle like theme something akin to HoT as there isnt something like that in wvw, Red Borderland is desert themed like PoF.

     

    This way players who would be in those ques have some where to go. While giving something new to the wvw players.

    As it stands now EOTM (edge fo the mists) is a ghost town and doesn't feel like an actual part of WvW, From what I've seen most people don't even bother with EOTM, and just wait in que as if it doesn't exist, what is the point of keeping the map if no-one bothers with it or cares about it. Only recently I discovered it exisited, I thought it was like WvW tutorial area on the sode so I didn't bother with it.

  10. Here the changes I would make to Dragonhunter. Some of these are a bit drastic but I feel Dragonhunter itself needs a few things.

     

    **Hunter's Fortification**

    Receive less damage **when you have a condition on you**. Remove conditions when blocking attacks and gain resistance, deal more damage when you have resistance or protection.

    Damage Reduced: 10%

    Conditions Removed: 1

    Damage 10%

     

    _(Everything in the game gives conditions these days, this trait has never been updated, so changing the trait to be when you have a condition on you, rather when you don't makes more sense. also this has to compete against the Big hunter trait so it needs a way to grant extra damage)_

     

    **Bulwark**

    Shield of Courage gains increased radius and duration. When aegis ends you gain barrier. (Cooldown 25 secs)

    Duration Increase: 2 seconds

    Radius Increase: 33%

    Barrier 20%

     

    **Defender's Dogma**

    Gain increased maximum health and Blocking an attack causes Justice to reach its maximum charge, it also reduces the cooldown of Spear of Justice.

    Recharge Time Reduced: 3 seconds

    Reataltion

    Health increase Percent: 15%

    _(DH needs more HP)_

     

    **Heavy Light**

    All Longbow skills now cause Bleeding,

    Justice's passive effect now bleeds enemies as well.

    Inflicting cripple or slow or damaging a crippled or slowed foes also inflicts bleeding.

     

    _(I think the way to make longbow better or more viable would be to give a different type condition that guardians typically don't have access to, allowing them to play either burn DH or bleed-burn combo DH. If not bleeding then give it poison, it suppose to hunting dragons after all, and you typically poison or wound a large creature to slow it down.)_

     

    **Big Game Hunter**

    Gain retaliation upon striking a foe with the Spear of Justice, Striking an enemy while it is tethered by your Spear of Justice inflicts vulnerability and increases damage dealt. Tether duration is increased.

    Retaliation - 4 seconds

    Damage Increase: 15%

    Vulnerability (10s): 1% Incoming Damage, 1% Incoming Condition Damage

    Duration Increase: 66%

     

    _(Retaliation has been a big part of Power Dragonhunter in raids and other PvE areas FOR A LONG TIME, the problem is it that most common builds of DH don't allow it to get much or any Retaliation. As strange as it Dragonhunter itself DOESN'T have any Retaliation within itself, So putting it on a trait that Power DH already uses would help it a lot.)_

  11. I do agree Thief lacks anything that would help it out in the PvE enviornement. You really have to trait into it and even then most classes can do the job better.

    AoEs and support would be nice but that goes against the whole design idea for thief, the sneaky jump in kill and jump out.

    It is pretty much a PvP and a 1v1 class.

     

    Shealth is not useful in a PvE environment where the mobs/bosses kinda cheats and is still kind locked on to you, it doesn't help against fights or raids either.

     

    In WvW theives are more of an annoyance rather helping.

    Against them, They just annoy groups and picking off randoms. Thats not fun. Watching a thief follow your then shealth and run away when you turn around.

    The whole perma shealthing in the towers and keeps just wastes time. It wouldn't be so bad but A-Net for some reason gave theives portals. Why?

    When they are on your side, you kinda don't want them there, because you want a class/spec that can contribute group/zerg effectively.

    You don't get access to much to help out, The only form of Stability theives get is a stolen skill but they need find a mesmar.

     

    Personally I think thief needs something else to make it more useful to help it support people.

    Get rid of the Thief Traps, (Preparations) there wasn't a point of redoing them, since they are a bit subpar are just annoying to use, also they feel VERY situational.

    When you use a Preparation and you have to wait 3 secs into order to use it, so if you're in a fight and the foe sees you place it, the foe will move out or away from it and aviod it, Unlike Ranger and Dragonhunter Traps which go off instantly.

     

    What they should do is.

    Replace the traps (Preparations) with Shouts. This way thief has a way to give boons allies, Furthemore it still keeps thief mobile like they should be.

    Give it 2 boon shouts and 1 or 2 condition based shout, With one of these shouts being an AoE reveal, with another being able to clear 1 or 2 conditions.

    I feel like this would help thief in the PvE a lot.

     

  12. > @"Ghos.1326" said:

    > I'm not a Guardian main, but here is the issue I see with Guardian in terms of the burning.

    > Permeating Wrath

    > Virtue of Justice's passive triggers more quickly and now burns in an area.

    > Burning (4s): 524 Damage

    > Number of Attacks to Trigger: 3

    > Number of Targets: 5

    > Radius: 240

    >

    > It only takes 3 attacks to trigger the passive Justice effect. That's way too little. Originally, it's 5, and even that is way too little.

    > I'd change it to originally take 10 attacks to trigger, and then decrease it when traited to only take 7 attacks to trigger.

     

    Thats a really bad idea. Due to the way guardian functions.

    Guardian has burning built into it, So its most of weapons don't have any form of condition, allowing for it to use most weapons and still burn unlike other classes.

    Condi for Guardian is literally just burning, it doesn't get access multiple damaging conditions like poison, torment or confusion unlike many other classes.

    The Other damaging condition for guardian is bleed but that bleed is literally on 1 skill which is the Axe, so you have to go Firebrand to even use it. Even then Scepter and Sword just better for fighting people with. If you do have a simple condi cleanse its as not hard to stop a guardian's condi as it mostly burning and vuluneability, Unlike a nerco or rev who can do many annoying conditions.

     

    Increasing the amount attacks to trigger the passive Justice effect wouldn't just nerf Permeating Wrath, it would impact the whole of guardian, as there are few a traits that use the passive Justice activion. I feel that doing that would hurt guardian in general and it cause more people to use as support class, and then you'd get annoyed that there too many support guardians.

    10 attacks to trigger the passive is way too much. You need to think about the versions of guardian too. Right now the passive works, fine.

    Guardian Symbols pulse 5 times, so If you don't have Permeating Wrath then symbols only activate the Justice's passive to only once. If you have Zeal traitline you'll get it twice.

    and Permeating Wrath makes activate 3 times without zeal and 4 with the Zeal traitline.

     

    Keeping the Justice's passive at 5 would be better but changing Permeating Wrath to activate on 4 hits rather than 3 hit, nerfs it a bit but still keeps it somewhat useable.

    For example the sword of justice hits 4 times. Meaning the Guardian will have it would have to hit ALL 4 attacks from the sword, so you dodge out of it in time, then they won't get that extra stack of burning on you from Permeating Wrath.

     

     

     

  13. Complaints about Dragonhunter being able to pull him off a tower.

    Completely ignores Mesmar's focus pull that can pull multiple people off ledge and towers.

     

     

    Firstly - It's game a mechanic, It's a form of CC. Pulling a foe to your or knocking them away. Should we take the Knock Back off of Ranger's Longbow 4 skill? it's unfairly quick and easy to follow into. I can ensure you that many more people have been unjustily knocked off ledges, cliffs and towers by that skill, then Dragonhunter's pulling people off places with its spear.

     

    Secondly - Did you expect to just stand in a tower and burst foes randomly safely from a distance with a longbow without them ever retaliating or defending themselves.

     

    Thirdly - If you're getting pulled off form a tower then you're doing something wonrg, take cover, there are parts of the tower you can use to defend yourself.

     

    Lastly - Should I complain every time a Ranger uses Longbow 4 and knocks back me off ledge or knocks me back then burst my most of health down with Barrage?

  14. > @"Turk.5460" said:

    > > @"Fueki.4753" said:

    > > > @"Turk.5460" said:

    > > > > @"Fueki.4753" said:

    > > > > > @"Turk.5460" said:

    > > > > > > @"TinkTinkPOOF.9201" said:

    > > > > > > > @"Fueki.4753" said:

    > > > > > > > > @"crazyhusky.2985" said:

    > > > > > > > > Personally I feel ALL traps should reveal foes

    > > > > > > > Personally, I think ANY damage received by stealthed characters should reveal enemies.

    > > > > > > > It should baked into the Stealth mechanic, not into traps being a counter to that mechanic.

    > > > > > > >

    > > > > > >

    > > > > > > More than that, how is it that I get into a fight with a thief, engi, mes, ranger etc etc and know and count down their stealth timer in my head of when they are going to attack and dodge a backstab with "miss" popping up, or pop a block only to see rapid fire hitting me "block, block, block" but they don't get revealed? Why are they not punished for this? Being able to counter an attack you cant even see coming and the stealth user is rewarded with getting to try again? Why?

    > > > > >

    > > > > > For something to change in the direction you are inferring means the removal of Guardian's passive aegis.

    > > > >

    > > > > Why should Aegis be removed when need to rework stealth?

    > > > > When the player activates a skill, stealth is gone.

    > > > > When the player receives damage from any source, stealth is gone.

    > > > > I don't see how Aegis would be affected by these two changes.

    > > > >

    > > > > Stealth in its current anti-pvp state is the ultimate coward runaway tool that's overpowered and the access is too abundant.

    > > > > It's in dire need of a rework, but Arenanet apparently doesn't care.

    > > >

    > > > My reply was to to how stealth attacks would interact with blocks. Why should Guardian get a passive permanent protection from all stealth attacks if Tink's idea was taken? They shouldn't.

    > > >

    > > > But sure, lets entertain your reply: What buffs do you propose to compensate traitlines whose defenses are reliant on stealth?

    > >

    > > There is no class that relies on Stealth as a defensive tool.

    > > Stealth is used to cowardly run away in PvP, which is not an defensive action.

    > > Thieves have enough evasive tools to form their active defense, Mesmers have enough tools and their clones to annoy opponents and divert their attacks.

    > > Scrapper is tanky enough not to need any more defences.

    > > Adjusting something to make it proper instead of unfair and over-performing doesn't require compensations.

    > >

    > > As for the Aegis part: It block one attack, **one**. That's far from permanent.

    >

    > I didn't say class, did I? What buffs do you propose to compensate *traitlines* whose defenses are reliant on stealth? Or just...oriented around stealth. Your suggestion would require a rework to Shadow Arts at the very least - what do you propose is buffed/changed in Shadow Arts in order to compensate for your suggestion?

    >

    > > @"TinkTinkPOOF.9201" said:

    > > > @"Turk.5460" said:

    > > > > @"TinkTinkPOOF.9201" said:

    > > > > > @"Fueki.4753" said:

    > > > > > > @"crazyhusky.2985" said:

    > > > > > > Personally I feel ALL traps should reveal foes

    > > > > > Personally, I think ANY damage received by stealthed characters should reveal enemies.

    > > > > > It should baked into the Stealth mechanic, not into traps being a counter to that mechanic.

    > > > > >

    > > > >

    > > > > More than that, how is it that I get into a fight with a thief, engi, mes, ranger etc etc and know and count down their stealth timer in my head of when they are going to attack and dodge a backstab with "miss" popping up, or pop a block only to see rapid fire hitting me "block, block, block" but they don't get revealed? Why are they not punished for this? Being able to counter an attack you cant even see coming and the stealth user is rewarded with getting to try again? Why?

    > > >

    > > > For something to change in the direction you are inferring means the removal of Guardian's passive aegis.

    > >

    > > Why?

    > >

    > > > @"Turk.5460" said:

    > > > > @"Fueki.4753" said:

    > > > > > @"Turk.5460" said:

    > > > > > > @"TinkTinkPOOF.9201" said:

    > > > > > > > @"Fueki.4753" said:

    > > > > > > > > @"crazyhusky.2985" said:

    > > > > > > > > Personally I feel ALL traps should reveal foes

    > > > > > > > Personally, I think ANY damage received by stealthed characters should reveal enemies.

    > > > > > > > It should baked into the Stealth mechanic, not into traps being a counter to that mechanic.

    > > > > > > >

    > > > > > >

    > > > > > > More than that, how is it that I get into a fight with a thief, engi, mes, ranger etc etc and know and count down their stealth timer in my head of when they are going to attack and dodge a backstab with "miss" popping up, or pop a block only to see rapid fire hitting me "block, block, block" but they don't get revealed? Why are they not punished for this? Being able to counter an attack you cant even see coming and the stealth user is rewarded with getting to try again? Why?

    > > > > >

    > > > > > For something to change in the direction you are inferring means the removal of Guardian's passive aegis.

    > > > >

    > > > > Why should Aegis be removed when need to rework stealth?

    > > > > When the player activates a skill, stealth is gone.

    > > > > When the player receives damage from any source, stealth is gone.

    > > > > I don't see how Aegis would be affected by these two changes.

    > > > >

    > > > > Stealth in its current anti-pvp state is the ultimate coward runaway tool that's overpowered and the access is too abundant.

    > > > > It's in dire need of a rework, but Arenanet apparently doesn't care.

    > > >

    > > > My reply was to to how stealth attacks would interact with blocks. Why should Guardian get a passive permanent protection from all stealth attacks if Tink's idea was taken? They shouldn't.

    > > >

    > > > But sure, lets entertain your reply: What buffs do you propose to compensate traitlines whose defenses are reliant on stealth?

    > >

    > > So, you want that changed because it means you can't start a fight from stealth, it means you have to actually hit someone and be revealed before doing a burst, this is something high burst builds have always complained about. It is also not permanent, it is tied to F3's CD and is only applied every 40 seconds if F3 isn't on CD.

    >

    > Why should Guardian's receive special treatment regarding this then? The fact that it is only applied every 40s has no bearing considering it is permanent until removed. It's not a skillful block or counter that you are actively using.

     

    Its 1 block every 40 seconds, Its nothing now a days, Thieves, Rangers and Mirages can normally burst them down quite quickly due to the low HP pool.

    at launch you had aegis builds but due to the expansions, patches the nerf to aegis, it is pointless now.

    Most classes now have a form of Unblockable which go through aegis and don't trigger any of guardian's traits.

    There are many more things that hit multiple times basically blocking only the first hit.

    Once that aegis is gone there is no much in the way.

     

    "Why should Guardian get a passive permanent protection from all stealth attacks"

    Because theives would just be over powered without any way to counter them properly. Why roam on any other class when you can be a perma shealthed thief getting the drop on people that have no way block or defend against it. WvW would be littered with thieves more so than it is now. being shealthed attacked every 5 mins because no-one has a decent way to defend against it. Being able to 1-shot people isn't healthy for a competitive mode, because people will just use the cheese builds that instantly kill people because they have little to no counter play. Would you rather have this protection on Warriors or Ranger both of which have higher HPs pools and Invuns through traits and signets/stance. Also rangers can reveal you giving themselves a boost to their attack with their 1500 range bows. Spellbreaker also having reveals too.

     

    Guardian's sustain is mostly block based with the nerf to many block related things over the years, I don't feel it like it should have low tier HP pool anymore.

    To Be honest I think guardian should have mid tier HP, but due to how support heavy is Firebrand, if you pick that elite, it bumps your HP back to low tier.

  15. > @"kharmin.7683" said:

    > For me, a ranger main, the soulbeast merging mechanic was fantastic. To a degree, it still is in its current form. I recall when it was released there were many cries for pet-swap while merged. I never agreed with that sentiment; having to unmeld and swap and meld back was what kept the mechanic from becoming too powerful. Apparently, it was still too strong and thus the change to what we have today.

     

    Yes it was due to a few htings, the whole merge thing made soulbeasts pretty strong due to Unstoppable Union.

    Unstoppable Union was a lot stronger back then, It granted you the unblockable boon for 4 seconds allowing Soulbeasts to pick anyone and delete them from the map.

    It also broke stun. Its been nerfed now, so it only cures movement related conditions now. the unblockable boon is gone too.

     

    Now being unable to switch pets is thing, which I don't like. I feel that I should be able to have access to my other pet in some way.

    I don't want give one of them up, I'd rather have both pets not being able to battle beside me, but have access both their skills in exchange for it,

  16. > @"Krispera.5087" said:

    > When they were talking about Soulbeast before PoF launch, I thought it would have worked that way... It would have made sense.

    >

    > See, there is a reason why they have moved Chronomancer F5 to F4. It was a nerf, sure, but it was also making it linear. All mesmers specs have F1-F2-F3-F4.

     

    I thought the same thing. We'd give up pets for the skills.

     

    The whole chronomancer thing was awful. I think that tieing CS to the distortion was bad and pretty much killed the spec outside pve.

    They could done it a different way to keep similar by fusing other skills instead. Fusing Diversion(F3) and Distortion (F4) together as F3 (So you daze and gain distortion at the same) Move Continuum Split to F4. This would allow chronos to still use distortion related traits as they trigger when you apply to the buff Distortion to yourself not when you use the shatter move Distortion, The only trait that does trigger on the distortion shatter is a Mirage trait which you can't use because you're chronomancer.

     

  17. I feel indifferent about the changes they did to soulbeast, the whole 1 pet only thing.

    I personally think that soulbeast should have gotten a different change, Here what I think they have should done.

     

    Instead of taking 1 pet away, Take both roaming pets away BUT instead you are permently fused with BOTH pets.

    This would still give soulbeast's access to 2 pets but in a different way.

     

    F5 skill is gone, as it no longer needed due to you're always fused (pet is always stowed).

    but the F4 skill "pet swap" which is normally on ranger is back and next to the beast skills, so you can use it for pet swapping. (they could pet add icons to the right of the skills so you press them to switch like Rev)

    This means that soulbeat would have access to 2 sets of beast skills (6 in total), that it will switch between.

    So you can use Deadly type pet and a supportive type pet, switching between their skills when needed. Obviously with the normal pet swap cooldown.

    Using two Ferocious pets doesn't mean you get access to 2 different Worldly impacts. If they share the same skill then it shares the same cooldown.

    This would incentivise people to use two different pets types form two different species. example Smokescale(Ferocious) and Jaracanda(supportive).

     

    I think this would be a fair trade off. No roaming pets for extra skills.

     

    This would solve an issue with pet swapping traits, as right now swapping the way soulbeast uses them is to merge and unmerge.

    This feels a bit weird and kinda slopy merging in and out with the pet and can leave you vulnerable especially if you get downed, which is annoying in raids.

     

    Another it issue would it solve would be after rallying from downed state issue.

    It's fraustrating when you get downed causing you to unmerge from the pet, then rally only for the skill you want to use is a beast skill but its on cooldown.

    It would handle going down in a similar way to the current way, which is when you go down when fused the pet de-fuses with you,

    but instead of your pet being out afterwards you would auto-fuse back with your pet. To be honest it should be doing this in my view anyway.

     

    Right now, The whole pet merging thing mechanic breaks sometimes when it interacts with water and mounts. Often my whole beast skills disappear

    or the pet bar in general goes, leaving it in a weird state where there is only a paw there. Pressing f5 either de-fuses me and goes on cooldown or it re-merges me.

    Without the need to forcefully unmerged everytime you mount or go into water i think would solve this issue as the skills would

    change to underwater creatures skills like it does with other classes. Or they could fix it.

     

    The conflict is that two traits do work with the merge mechenic, which are "Fresh reforcement" and "Eternal Bond" but i think they can be tweaked to work similarly.

    "Fresh reforcement" - When you pet swap, your new pet refreshes your active boons and gives you new boons based on its pet type (Fericous, Versatile, Deadly etc)

    "Eternal bond" - If you would be downed, You pet takes the leathal blow instead temporarily disabling your beast skills (disable lasts 10 secs like Unmerging would normally would).

     

    How would you feel if soulbeast got changed to this, Could you handle not having a pet as a soulbeast but in exchange you get more beast skills.

  18. The DH longbow needs an overhaul in general, its too slow. Stuff on it feels outdated. it needs new moves or drastically improve the ones it has.

    Its only elite spec weapon in the game that can't be use for raiding.

     

    LB2 - They should get rid of the having to stand still to charge the attack. It's just asking to be countered and intrupted, reflected, blocked or dodged.

     

    LB3 (Deflecting shot) its too slow, and should be changed to multi-hitting move with a knockback at the end. something like...

    **Penerating Barrage - Shoot a volley of 4 arrows followed by a stronger 5th arrow that pireces and knocks back foes.**

    When traited with Heavy light, It should change the skill so that knockback occurs at the start of the skill allowing DH to get benefits of the +15% disable bonus.

    Its half the amount of arrows of Ranger's LB2 in but exchange you get knockback. So it keeps Deflecting shot's arrow but its more hits.

    Of course it needs to be sped up to be like ranger's.

     

    LB4 (symbol) needs to be near instant like other symbols, there is no reason this skill is so slow.

    Give it useful boon like Retal, Quickness or fury, the vigor is useless from this symbol, you can't really use it to boon allies or yourself that well.

    Even Hammer's symbol has its uses, At least you can use Hammer's symbol to get protection from it for raids on a support FB.

     

    LB5 personally I feel they need to either

    - Make the cast time a lot shorter and or reduce the cooldown from 40 secs.

    - Make a completely new AoE move for it. One that doesn't takes to ages perform and give it a decent cooldown

     

    It has the longest weapon cooldown in the game. Chrono's Shield 5 has the same BUT but it can be reduced by 10 secs and gives alcairty, so its actually about 26-27 without extra boon duration.

  19. First practical update to Dragonhunter in years.

    One thing you missed, Dragonhunter still needs access to Retaliation within its traitline or traps. As you are expecting us to use it for Power for raids and fractals. However to get the most out of Dragonhunter it requires radiance the traitline, the problem is the only way to get Retaliation without sacrificing DPS is Greatsword's symbol.

    Maybe you could Retaliation to a trap or a trait like "Heavy light" now that it doesn't really do anything note worthy anymore, it's to make it more viable and so people will use it.

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