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Deifact.3095

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Posts posted by Deifact.3095

  1. Personally I try to let my illusions take the hits. If you can position yourself properly, generate a fair number of illusions consistently, and use the trait so they spawn with aegis, you can chip away at most enemies from a distance pretty safely. It's slow but fairly reliable.

  2. I kinda hate this skill the way it functions at the moment, and feel it's backwards. I'd rather it leapt the player forwards, leaving an illusion behind which you can port to (but I understand why it isn't this way, as the illusion would immediately run towards the enemy). Also, Mirage now has a forward leap as an Ambush... but yeah this skill feels real clunky to use.

  3. > @"OriOri.8724" said:

    > I thought it was just me.

    >

    > On chronophantasma, I wonder if it could be helped by having the first phantasm despawn into both a clone and the second phantasm at the same time (second phantasm no clone)? That way, you always end up with a clone the same amount of time after casting the phantasm skill, which should be the highest priority imo

     

    I think this would help a bit actually. I don't know if it is just me, but sometimes when the first phantasm dies it looks like my illusion indicator flashes briefly as if they have turned into clones. Perhaps instead they can function like normal, but a "shadow" of the original phantasm is respawned (that is much more transparent or darker or something) which does it's attack then dematerialises

  4. > @"DeadlySynz.3471" said:

     

    > Too many times I've walked into WvW and went through an entire fight seeing "immune" "immune "immune" "immune" "immune". For a boon to completely block an entire damage with 100% uptime capability with ease, is a bit far fetched. We don't see 100% uptime on physical damage immunity so why do we see it with conditions? It only takes 2 to 3 revs to completely mitigate an entire damage type from an entire zerg for an entire fight.

     

    Forgive my ignorance but what do you mean by "immune"? My understanding of resistance was that it doesn't stop conditions being applied to you, but it stops their effects from acting on you until resistance wears off - after which they act on your character as normal. So where would the immunity come from?

     

     

  5. I like having the option to use signets on a profession when I'm feeling super lazy and don't want to use utility skills as much (filthy casual) so this would be nice, but like Nath said you can see the signet passive icon on the character anyway so it wouldn't resolve this particular issue.

  6. To me the class just feels bad to play. I hate having weaponskills consume energy, it forces me to have to choose between using a weaponskill or a utility skill. This would be fine if none had cooldowns, but with cooldowns too it feels too punishing doing anything other than autoattacking or chanelling one or two skills because the energy costs are so steep. I only realised how bad it felt after playing thief who get to use their initiative however they want, the initiative regenerates pretty quickly and there are utilities and traits that help regenerate it (plus utilities don't cost initiative).

  7. I don't think there is anything stopping them from releasing professions that use the same weapon as core is there? Just have that weapons skills change when equipped with the elite profession. At the end of the day the new weapon you get is really just cosmetic (as weapon type has no bearing either, as a greatsword on mesmer is range and not range on a warrior) and it's only new skills you get.

  8. I feel like Holosmith and Deadeye new mechanics are similar but one thing that makes the heat mechanic better than malice is that the heat mechanic increases effectiveness of holosmith skills used against anyone. Deadeye gets bonuses against the marked target only. Obviously Holosmith has some drawbacks in that they can overheat whereas Malice stacks just expire, but I would prefer Malice to work similarly. Say you activate your mark and start gaining malice stacks. You get a damage bonus to ALL enemies, but if you don't kill the marked enemy before you mark expires you get a stacking duration revealed debuff, say 1 x 2 second stack for every 10% remaining HP on the marked target.

     

    This then means that the class is encouraged to focus on a single enemy and kill them (otherwise you get punished), but in PvE dungeons etc. you can focus more on AoE becuase the revealed debuff doesn't matter, or you don't need to feel penalised for engaging other enemies other than your marked enemy.

  9. I think it's more to do with the fact you essentially incentivise players staying at low health. How does this work in team fights? Players would essentially be "punished" for healing you, as you'd lose your damage buff. This is why Revenant Malyx spec was gutted, because it got stronger the more conditions you had on you. But a large part of team play is removing conditions frm players, and as skills are AoE and not player targetable, you can't control who you remove conditions from.

     

    So while you are correct that in a 1V1 situation it would be more interesting, as soon as you involved any other players you're making it harder for them to work together.

  10. I could picture Thief getting some kinda of Troubadour elite spec, but I imagine they'd get "shouts" as a utility, maybe with charges like firebrand, where each use is a different "Verse". So you use say "Song of Strength" to give nearby players might, it then loses a charge and becomes "Chorus of Quickness" which gives nearby allies quickness, then loses a charge and becomes "Fiendish Finale" which gives all nearby allies fury and damages the target or something.

  11. I would like eotm to be a "WvW-lite", when I go to normal WvW I get told to fuck off by people, and in general everyone is really rude. eotm is more casual and for someone like me who just gets a chance to play a little a couple times a night eotm is perfect.

    At the end of the day we all play this game to have fun, if you find WvW fun then great, if you find eotm fun then thats great too. Sure eotm is "easier", so make the rewards a bit less, but still offer the same rewards, then it gives people an actual choice on what they find more fun.

  12. I really wish mirage felt more different than base mesmer. Some new elite specs changed the core gameplay a lot (like Scourge) whereas mirage and chrono to a certain extent feel kinda samey because they don't change the mesmer shatters. I would have liked mirage to change shatters from doing damage to enemies, to giving the mirage buffs. Say F1 shatters all illusions and gives the mirage defensive boons, longer duration for each illusion shattered. F2 offensive boons. etc.etc.

    I like the idea of mirage being "selfish" in this way.

    The mirrors are a total flop, just get rid of them completely. either that of make them SO abundant that the mirage doesn't have to go out of its way to run into one. Or have them so enemies can run into them to explode them for AoE daze or something.

    Ambushes are meh. Add more to them, maybe extra debuffs or self buffs to make them more worth using, especially as they require a sacrificial dodge.

     

  13. > @Zacchary.6183 said:

    > > @Fxthaid.4832 said:

    > > What is this spec even good for? In PvE it's absolutely useless. In PvP, it's outshadowed by Dual Pistol builds (which is a troll spvp build) and dd condi thieves. The only use I see for it is for roleplaying and low-level pvp.

    > >

    > > And how come nobody is talking about this?

    >

    > If players would:

    > * Keep mark up.

    > * Stop spamming rifle three and find some other source of might generation, as there are plenty of better options to choose from.

    > * Stop trying to melee with it.

    > * Take advantage of the three ini cost stealth afforded by double tapping Sniper's Cover.

    > * Take advantage of it's support capabilities, as they affect the Deadeye too.

    > * Stop thinking that Kneel/Sniper's Cover is the only way to deal damage with the Rifle.

    > * Stop thinking that Kneel/Sniper's cover roots you for long periods of time and makes you stupidly vulnerable, when Free Action is instant with no CD.

    > * Find a perch to safe from instead of immediately jumping into the middle of combat.

    > * Not go full glass when the spec gives you near permanent access to might and fury on top of the 20% crit rate afforded by Sniper's Cover.

    > * Use Mark as a range finder as it reaches 1500 without kneeling.

    >

    > they will find its very potent in any game mode they try it in.

     

    Totally agree with you. It's new and different and people aren't used to using it yet. It's actually quite a varied elite with a few ways to spec for it. I think thief who are used to playing melee are finding it hard to adjust to the ranged playstyle maybe?

  14. I think the concept is absolutely fine. Thief has always been quite "stereotypical" as a profession, but with an added GW twist with the shadow magic (if you can call it that) and I think this carries on with deadeye too. I mean you are a sniper that shoots cursed bullets, with cantrips like shadow flare. It reminds me a bit of like a gunmage or something.

     

    I like Rifle a lot in WVW as it allows me to keep my distance but still deal damage and support the rest of the blob. Traiting for boons on steal allow me to rip boons from enemies and share them with the group. It's fun!

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