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MarshallLaw.9260

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Posts posted by MarshallLaw.9260

  1. > @"LucianDK.8615" said:

    > forced to do raids to get viper ascended trinkets and back.

     

    ....or not

    https://wiki.guildwars2.com/wiki/Mist_Pendant

    https://wiki.guildwars2.com/wiki/Mist_Band_(Infused)

    https://wiki.guildwars2.com/wiki/Mist_Talisman

     

     Blood Ruby Pendant, Blood Ruby Band - Living World Season 3 (Ep. 1)

     Rurik's Engagement Ring, Sparking Petrified Wood - Living World Season 3 (Ep. 2)

     Black Ice Band, Black Ice Earring - Living World Season 3 (Ep. 3)

     Jade Pendant, Jade Shard - Living World Season 3 (Ep. 4)

     Fire Orchid Garland, Gilded Orchid Band - Living World Season 3 (Ep. 5)

     Coral Choker, Orrian Pearl - Living World Season 3 (Ep. 6)

     

    not to mention that you can purchase the above from vendors for map currency without having completed the achievements.

  2. > @"Baine.6834" said:

    > It feels weird to spend so much time leveling a profession just to play as something that plays differently later on. I know some mechanics stay the same but so much changes also

     

    For most people, the time spent under lvl80 (comparatively) is significantly less than the time spent at 80. I'd say the majority of players don't even explore all of the core maps before reaching level cap and the "learning" process is not significantly affected with the introduction of an elite spec.

    While leveling, you tend to get accustomed to the _basics_ of a class and your elite spec expands on that in a new direction. Only 1 new weapon (per spec) is added and you still use 2 core traitlines anyway.

    In some classes this is a bigger change than others - lets take Necro as an example.

    Reaper spec slightly changes Death Shroud into Reapers Shroud - it still has some similar mechanics with the main difference being more mele orientated.

    Scourge on the other hand is a much bigger change - no longer can life force be used as a second health bar, shade skills are all available regardless of being in or out of shroud.

    Although I can see that this takes time to get used to, it also provides a goal to aim for (unlocking elite spec) which in itself is a form of progression.

     

    If we were to have "everything available from the start" it may be too much for new players to decipher. The progression system is in a good place. When you hit 80 you have 100% of core unlocked and have to work a little for those elite specs. When you look back, the time spent leveling to cap will seem less significant compared to your experience after 80.

  3. > @"FyzE.3472" said:

    > > @"MarshallLaw.9260" said:

    > > Heal Tempest - Water/Earth/Tempest. Harrier+Magi gear, Water runes, Staff, Transference Sigil.

    > > I personally find this a practical and fool-proof build as it is _very_ forgiving to your team.

    > > Yes, it provides fewer offensive buffs but the overheal, permanent vigor, permanent regen and high protection up-time combined with auras which further reduce incoming damage (Magnetic and Frost Aura) means your team can miss the odd dodge here and there and not be punished.

    > > In many t4s the whole team is able to facetank and ,in some situations, this actually provides higher DPS since there is less time wasted on dodging or re-positioning.

    > > IMO it is one of the better heal builds since it can easily keep a less experienced team alive or ensure players stay above 90% to maintain their scholar bonuses.

    > > .

    > > If you're looking for a carry class, this does it well.

    >

    > Sorry, new to high end fractals and ele in general. Can you, please, link or describe this build a bit in more details? Sorry for the trouble, but I like Tempest and I am searching for a build like that. But with my lack of experience on the profession, can't make my own build. Your build sounds like a great/best way to start for me. So I would really appreciate more detailed description, if possible of course :) Many thanks either way!

     

    This is my current set-up

    http://gw2skills.net/editor/?vFAQFAWn0XC9XiVYCOYCcYiFRAbIAMAufut14aeloDkAOAA-jxxDQBw7BAYJ1fGqOAuqE8qK/AwFAwJ7PQKA/GsB-e

     

    Here is an explanation:

    **Gear**

    Magi armor gives the best _Healing Power_ so that is always an option.

    Harrier can be difficult/expensive to craft, and has no _Toughness_, which is a somewhat-useful defensive stat. By mixing the two, we maintain very strong _Healing Power_ but also with Water runes and cheap food can have 70% boon duration which easily allows for permanent vigor and regen (mentioned later).

    Water Runes provide more healing power and 2nd best boon duration ( Leadership Runes being the best, but I would not recommend these personally).

    Staff - heals on staff are pretty good, Geyser is large enough can be targeted to cover 3-4 players. Healing rain is great for very large area condi cleanse.

    .

    .

    **Traits**

    Water 1,2,2

    The build is all about auras since aura application grants boons passives which apply auras are an easy source of this. Cleanse on water swap is useful for condi-heavy encounters. Powerful Aura ensures any time you get an aura, your whole party gets it.

     

    Earth 3,2,1

    Depending on your composition, there may not be any other sources of protection in the party. Granting _Protection_ ever time you proc an aura is another way to reduce damage taken. Stability may be needed in some encounters and this build does not have it anywhere else. Diamond skin is a very selfish trait but for a good reason. The basics of your role is to stay alive and keep others alive. There is no vitality on this build and your healthpool is not huge, therefore it is better to clear condis on yourself quickly. You can easily heal up to over 75% and they next hit will proc Diamond skin which avoids you wasting a condi-clear if you are the only one affected.

    _(you can also pick AIR and play "fresh air" Tempest which is higher damage overall and can maintain permenant Swiftness and Fury instead of Protection)_

     

    Tempest 3,2,3

    Sticking with aura generation, _Unstable Conduit_ is yet another source of this.

    _Invigorating Torrents_ is your major source of regen and vigor - every aura application will trigger this.

    _Elemental Bastion_ is also a direct heal on every application.

     

    **Skills**

    Maybe I'm fairly lazy but I use all shouts -

    "Wash away the Pain" is a massive AOE heal with fairly low CD. The closer your allies are, the more they get healed.

    "Feel the Burn" ,"Flash-Freeze" and "Aftershock"- all apply auras which in turn apply boons AND heal. Aftershock has a longer CD and can be used to mitigate projectile damage for a brief period of time so spam this less.

    "Rebound" is a lifesaver - if you feel that either you or _more than 1_ other team member may go down (low health, out of position, etc.) pop this to give you a couple of extra seconds to use another heal.

    _Water Overload_ is your greatest heal and condi-cleanse combination. There is no need to use this unless you see the party tanking since it puts the overload on longer CD.

    Unless your party is **very** fragile, don't camp water. Instead try to switch to fire or air, then overload when possible. It will slightly increase your low damage and grant more auras.

    .

    .

    Be aware that you have limited stability when channeling overloads and if interrupted will set them on full CD without granting the aura. Try to avoid daze/stun aoe circles.

     

    As mentioned, this is a very forgiving Auramancer build. It will supply little offensive support (unless you take AIR traits instead of EARTH which provide permanent fury) but IMO is very strong on providing direct healing, condi cleanse, vigor and regen that it should keep even the most fragile groups alive. With more competent groups, you can choose to be more offensive as long as you maintain the 90% health threshold as many people run Scholar Runes.

     

    Apologies for the lengthy post and best of luck.

     

    Edit : - the consumables used are cheap and very effective increasing healing power and concentration which are your two main goals:

     

    https://wiki.guildwars2.com/wiki/Delicious_Rice_Ball

    Delicious Rice Ball

    (30 m): +100 Healing Power

    +10% Healing Effectiveness (Outgoing)

    _and_

    https://wiki.guildwars2.com/wiki/Peppermint_Oil

    Peppermint Oil

    (30 m): Gain Concentration Equal to 3% of Your Precision

    Gain Concentration Equal to 6% of Your Healing Power

  4. Heal Tempest - Water/Earth/Tempest. Harrier+Magi gear, Water runes, Staff, Transference Sigil.

    I personally find this a practical and fool-proof build as it is _very_ forgiving to your team.

    Yes, it provides fewer offensive buffs but the overheal, permanent vigor, permanent regen and high protection up-time combined with auras which further reduce incoming damage (Magnetic and Frost Aura) means your team can miss the odd dodge here and there and not be punished.

    In many t4s the whole team is able to facetank and ,in some situations, this actually provides higher DPS since there is less time wasted on dodging or re-positioning.

    IMO it is one of the better heal builds since it can easily keep a less experienced team alive or ensure players stay above 90% to maintain their scholar bonuses.

    .

    If you're looking for a carry class, this does it well.

  5. > @"blade eyes.2034" said:

    > > @"lLobo.7960" said:

    > > > @"megilandil.7506" said:

    > > > The real question is: ¿should F2P players/acounts have acces to the competitive modes of pvp?

    > >

    > > This.

    > >

    > > F2P should be able to get into hotjoins and unranked, but not ranked season or tourneys.

    >

    > The PvP population is already low as far as I know, and having that kind of restriction could damage it further.

     

    At present I'm undecided if I agree with no F2P in ranked, however I think people overestimate the % of F2P players in GW2 in general. It's really fairly low, the vast majority have either core(pre-F2P), one or both expansions.

    .

    On the topic of free elite specs, I would disagree that those without expacs should get the experience for free as I don't see it as being that big a marketing tool to encourage F2P players to invest in an expac.

    The current system works well because those without HoT/PoF are still in the same pool as everyone else - they experience every spec they play against and _that's_ what can persuade them to buy an expansion.

    .

    I know I keep plugging this idea, but what I feel would help is keeping access to ranked as it is (for any account) but raise the entry level **per class** so that players who wish to use a specific profession(let's say necro), have to accumulate a minimum number of wins (25 for example) in _unranked_ arena before being allowed access on that class in _ranked_.

     

  6. > @"ChosenOnes.9571" said:

    > Build OPEN-PVP in game and everybody will play it!

    Some might enjoy it but just like every other open-world FFA game, you would need to create separate instances for those who want to participate and those wanting to just to get on with the PVE content. Now this isn't an issue but it's also a massive waste since those "pk" instances would only contain pvp players looking for fights. After some time, the community will naturally gravitate to one or two locations for "open world PK" and the rest of the maps would be empty. It's no different to having the current FFA arena in the pvp lobby.

     

    > GW2 is such a great game, but the aspect that pvp is only for "pros" is disturbing the experience.

    Who's stipulated that it's for "pros"? The pvp scene on GW2 is not influenced by gear (unless you're talking about wvw) so there is no entry barrier there. Yes it certainly helps to practice and improve your play but as far as I know, all tiers are fairly well populated.

     

    > If pvp would be open like in "Bless online" , everybody would play it.

    I'll be honest, Bless online has some massive issues to address (but we won't go into those). Besides which, it's hardly the first MMO with open-world PK. So many others like TERA (for example)had this option but the important thing is, _it's been there from the launch of the game_. Introducing it to the GW2 community at this point could be very dangerous from a dev side since it would be controversial and highly disruptive. As you can see from other comments, there would be a backlash and as much as I like and support GW2, being brutally honest, Anet cannot afford to have its' population drop.

     

    The current FFA arena (which has been recently improved) provides a suitable space for small scale brawls. WvW provides the theater for larger scale "war". We have access to private arenas and group/solo queues.

    Although everyone's ideas are appreciated, in this game there is a stable and structured way to pvp and given the age of GW2 I would personally say, it's too late to consider implementing OWPK.

     

    > Thank you

    You're welcome :wink:

     

  7. > @"vesica tempestas.1563" said:

    > > @"MarshallLaw.9260" said:

    > > > @"Murahn.5946" said:

    > > > I love playing gw2 and doing this for years ever since it came out, However there is one thing that I have always wanted in this game... Just as the title says Legendary Fractal Armor.

    > > > Now I know there is one for HoT's players through the Raids and also through the PvP and WvWvW... but honestly a PVE core Tyria Legendary Armor that will look awesome with the Legendary Backpack should be something in the game already or at least in the making,

    > > > Don't you think? :# :'(

    > >

    > >

    > > This topic rears it's head every few weeks, it seems some posters struggle to use the "find" function to locate all the other threads about this and pour in with this "original" idea.

    > >

    > > On topic - PVE has it's method of Legendary Armor acquisition, no need for another path.

    >

    > no it doesn't, only raids have it, and that's targeting a niche, not the mainstay of the PVE community. PVErs deserve the love too, every other type of content in GW2 has legendary armor, and all we are really talking about is a skin with swappable stats that gives those players a long term attractive goal. Sharing is much easier than being mean spirited I say.

    >

     

    Well it really depends on what can be considered "the mainstay of the PVE community". If you think Raids are niche, then this also implies Fractals and Dungeons are too. Do you think PVE "deserves" legendary armor from running round Queensdale hitting mosquitoes?

  8. > @"jBomb.1637" said:

    > First off a disclaimer that I'm not seeking a buff, just a proposal for a secondary condi weapon to scepter following discussion about MH dagger. What if the staff Auto was changed to a 3 attack chain condi applying attack?

    > This would mean players can choose between 2 good condi weapons. I don't know who uses staff for the power based auto anyway? (Correct me if I'm wrong)

    > Let me know thoughts below

     

    Staff is not really used for auto-attacking that much I guess. It's mostly utilized for laying down the marks which generate life force and apply some condis anyway. While I don't entirely disagree with adding a small amount of condi application and reducing power proportionally - (that seems to be logical) I also think that the AA isn't so important on staff.

  9. > @"Murahn.5946" said:

    > I love playing gw2 and doing this for years ever since it came out, However there is one thing that I have always wanted in this game... Just as the title says Legendary Fractal Armor.

    > Now I know there is one for HoT's players through the Raids and also through the PvP and WvWvW... but honestly a PVE core Tyria Legendary Armor that will look awesome with the Legendary Backpack should be something in the game already or at least in the making,

    > Don't you think? :# :'(

     

     

    This topic rears it's head every few weeks, it seems some posters struggle to use the "find" function to locate all the other threads about this and pour in with this "original" idea.

     

    On topic - PVE has it's method of Legendary Armor acquisition, no need for another path.

    The only part I would really agree with is the below cut statement:

     

    > @"Tyson.5160" said:

    > Actually, yes, Fractals would be a good place for...[cut]...an ascended set that has Fractal art on it.

     

  10. > @"Kain Francois.4328" said:

    > Deadeye has no way of entering stealth whilst using rifle. We don't even have a blast or leap finisher to make use of the smoke field.

     

    **Skills**:

    - Hide in Shadows

    - Blinding Powder

    - Shadow Refuge

    - Shadow Gust

    - Shadow Meld

     

    **Traits**

    - Hidden Thief - Stealing grants you stealth.

    - Last Refuge - Use Lesser Blinding Powder when your health reaches a certain threshold

    - Silent Scope - Enter stealth when you dodge roll with a rifle equipped.(but we've mentioned this one)

     

    Also here is your field + leap finisher - _**on rifle**_

    Sniper's Cover - Duration: 5s - Combo Field: Smoke

    Death's Retreat - Combo Finisher: Leap

  11. > @"Nup.4591" said:

    > Hi there, as we all know, good armor is pretty expensive or time consuming to get. Recently I got interested into playing my elementalist as a tempest healer with staff. The thing is, I play all game modes, and sometimes its better to change stats for different gamemodes. So I need somethine that doesn't have to be the best in a single gamemode, but at least somewhat usefull in all. I allready have an ascended marauder set, but I don't want to change that using the mystic forge, because I love playing weaver too.

    >

    > To get to the point:

    > -I would like some advice about what stats to choose (minstrel, marshal, magi, whatever healling thing works)

    > - When i work up to get the armor i need, is it better to use exotics of the right stat or my ascended marauder set?

    > - I tried it out in pvp using the menders amulet. is there any way to get those stats and would that be useful?

    >

    > If you give advice, please explain why. I'd love to get a better understanding about these things too. :D

    >

    > Thanks in advance for any help i get :D

    >

     

    The healer Tempest I run is not exactly META but it manages really well in most situations.

    I find fractal content as the only healer is probably the best environment. It's not "the best" build but it's almost completely fool proof and can help carry any pug in t4s and CMs

    Gear - (ascended)

    * _Magi_ armor - 6 pieces.

    * _Harrier_ trinkets.

    * _Harrier_ staff

    * _Superior Rune of the Water_ (x6)

    * _Superior Sigil of Transference_

    * _Superior Sigil of Benevolence_

     

    With food you have about 70% boon duration (food is cheap for this build).

    Use all shouts for auras; _Unstable Conduit_ trait to constantly apply auras through overloads. _Invigorating Torrents_ provides permanent vigor and regen uptime.

    Strong heal skill, every shout heals (within range) and _Rebound_ is a lifesaver if someone is out of position or about to cause party wipe.

     

  12. > @"Kain Francois.4328" said:

    > It feels *weird* we have an aimed attack like Death's Judgment preceded by a somersault (for stealth).

    > Besides, why do we have our "big attack" preceded by a dodge roll in the first place?

    > I feel this issue could be resolved if the Rifle kit had a better means to applying stealth.

     

    DE has so many other ways of entering stealth and from my experience, not every dodge-roll should be followed up with a DJ since you may not be at max malice.

    Consider that the two were designed separately but ended up being used together.

    1- DJ is made a stealth-only skill.

    2- stealth given on dodge-roll when carrying a rifle.

    To me it looks like devs switched the DJ skill to stealth attack first, then decided that DE needs more sources of stealth.

    Seems absolutely fine in general.

     

    > @"norbes.3620" said:

    > it still would be nice if a dodge would cancel kneel cuz it would feel much better in the flow of movement

     

    I would argue the opposite for this. It would be more clunky if you were kneeling then dodge-rolled and had to use kneel again to get back to the same stance. With the current pace of gameplay I'm glad that a simple dodge doesn't cancel kneel.

     

    Being honest, I was initially very skeptical about the massive DE rework and how Malice no longer gave a flat stacking attack bonus and could be simply maintained on a single large target.

    Devs made Malice more interactive, more of a resource to accumulate and spend on a stealth attack rather than accumulate and maintain until the enemy was dead. It takes some getting used to but IMO it's going in the right direction.

  13. Season ended 1 hour before reset.

    This has been standard for the last few seasons and I completely agree that if you're 1 match away from the next rank, completing your 120 or just finishing the chest tracks it's very frustrating the first time.

    I'm not sure players were given a justification for this but I think there was a comment about the system needing to compile the results and have them prepared for reset.

    Still I personally think that they need to either finish **on** reset (like many other systems) or provide clear closing times.

  14. Although I don't think I've experienced much wintrading in low plat I do have a related question.

    This season the following happened at least 3-4 times on separate occasions:

    Begin match, start to lose (being outplayed, poor team choices etc. - it happens). A player from our team offers 10g to the 1st person from our team to leave the game to prevent the rest of the team losing any points. One player takes the offer and promptly DCes from the game.

    My first question is whether this can be considered as wintrading.

    The second is more complicated.

    Having seen this happen more than once, there have been some matches where a player has left for gold, the match has continued for 2-3 mins but at the end of the game I still noticed that I was loosing the same quantity of points as if I would have a full team.

    The query is - what are the parameters which determine if a DC is "enough" to prevent point loss? I was under the impression that 120seconds+ of the match 4v5 was sufficient to prevent point loss but on at least 2 occasions, this definitely did not happen.

  15. How much can you really enjoy the game if your system is underperforming so much?

    Don't get me wrong, I'm not discouraging you from playing but if you're struggling to get the basic tasks completed, I can imagine the rest of your processes must be pretty laggy also.

    Also don't take other peoples experiences as gospel - some will be banned, others won't. There's always the risk, especially since you've announced it on forums.

     

  16. according to gw2effi stats only 694 of 187,632 registered accounts have this unlocked - (0.370%)

    https://gw2efficiency.com/account/unlock-statistics?filter.key=skins&filter.search=Claw%20of%20the%20Khan-Ur

     

    by comparison these are the stats for the new legendary focus:

     

    The Binding of Ipos - 2,454 of 187,632 (1.308%)

    https://gw2efficiency.com/account/unlock-statistics?filter.key=skins&filter.search=binding&filter.type=Focus

     

  17. > @"malisivo.5264" said:

    > When I am in a 1v1 in the FFA arena and I almost down the guy, then someone steals the glory, or interrupts our fight while we are both at low health, killing one or both of us.

    > Or bloodthirsty players who have no chill and constantly pick fights with everyone.

     

    It's FFA - literally, anything goes.

    I can see why this might be annoying but in reality it's probably better to adjust your expectations.

     

     

  18. > @"JayAction.9056" said:

    > The burst combo was 3 attacks on quickness (about 1.5 seconds)

    > This burst combo also included a stun break, AOE 3 condi clear, 2k heal all as part of the combo

    > Jumping into a group of people with this was like guaranteed 3 downs in about 5 seconds.

     

    Although I can appreciate this is possible to set up, you should also bear in mind that people can dodge and block this given the fact that you are burst condi loading.

    With the exception of perhaps Zealot's Flame [https://wiki.guildwars2.com/wiki/Zealot%27s_Flame] there doesn't seem to be anything which is unblockable from Firebrand.

    If you're offloading all your damage and condis in such a quick burst, a simple _Shield Stance_ or _Crystal Hibernation_ will mitigate that for 3 seconds at which point you've run out of skills to drop. Not to mention any evade/dodge.

    You also mention you have stunbreak, but you don't utilize stab so still susceptible to knockback.

    .

    All in all, this sounds a lot like the old core Radiance/Virtues core burn Guard but with Firebrand line added but using Vipers instead of Carrion which would leave you with what? 11k hp?

    So yes, it's a condi-bomb setup, however if your burst fails (blocked or dodged) you've run out of pressure and are low on defense. Having bleed as your "cover condi" is really not enough since cleanses are generally abundant in the current environment.

  19. > @"AngelLovesFredrik.6741" said:

    > > @"omgdracula.6345" said:

    > > > @"Ben Phongluangtham.1065" said:

    > > > As others have noted, we can't do this without removing pre-match class swapping, which the community voted to keep. It would be too easy to manipulate. We do track profession MMR in case we decide to change things later.

    > >

    > > I mean honestly class swapping being eliminated would improve pvp a decent amount. If you could expand on if you agree with the community or not would be great. Or if anyone who voted to keep it could detail out why. It seems silly to allow a team to completely swing favor based on being able to stack classes.

    >

    > Many games are decided on comp alone. This means that ArenaNet wouldn't just have to mirror comps. They would also have to mirror builds in order to create fair matches.

    > Imaging being core guard + reaper vs Firebrand + scourge for example.

    >

    > People didn't feel like putting their fate in ArenaNets hands in terms of being able to reliably climb.

     

    Mirroring classes is hard enough, build would be close to impossible, plus nothing stops people from changing pre-match. Personally I don't see a problem with character-swapping. If I come in on a scourge and see an anti-scourge comp of rangers and thieves on the other side, I'll change. Some people would want to berate me for this but why should I force myself to play at a disadvantage when I have the option to freely pick another class?

    The thing is, class swapping is only considered bad because some people try to unbalance the comps, but consider this - both teams have access to the option.

    I've been in matches where out of the 10 players present - **SIX** _changed_ to scourge (3 from each team) . That's a community problem and in my opinion, we should not ask ANet to police this.

     

    What perhaps **would** make a difference is **not** being able to see the opposing team until the match begins. This would mean that pre-match, you cannot see other classes, players, characters, names - anything to indicate who you are up against. Teams would probably be less likely to risk stacking a class in case that puts them at a disadvantage.

    I'd say, test this out for a week if possible, then, if there is enough positive feedback, introduce it to ranked **only**.

  20. > @"Aigleborgne.2981" said:

    > > @"MarshallLaw.9260" said:

    > > This is situational, if you're in a position with lots of trash mobs, it's perfectly fine - every kill is another 25% roll of the dice so the majority of the time it will trigger. If you're against a single champ+ mob, maybe not so good, but then just try not to go down.

    > >

    >

    > Thank you for bringing this to my attention. I haven't thought about this :)

    > Still, when I might get downed (in pve), I usually pick the trait because warrior sprint doesnt bring much in a fight (except vs monsters that frequently immobilize). Granted, it is tedious to swap traits every 5mn.

     

    The other passive from warriors sprint is not too bad:

    https://wiki.guildwars2.com/wiki/Warrior%27s_Sprint

    " deal increased damage while you have swiftness - damage Increase: 7%"

    Given that there are plenty of sources of swiftness if you have allies, this is actually a decent % increase for a Major Adept trait. This contributes to why it's considered to be superior.

  21. > @"Aigleborgne.2981" said:

    > My main issue is vengeance is useless in pve without trait (25% is ridiculous...).

    This is situational, if you're in a position with lots of trash mobs, it's perfectly fine - every kill is another 25% roll of the dice so the majority of the time it will trigger. If you're against a single champ+ mob, maybe not so good, but then just try not to go down.

     

     

    > @"RedShark.9548" said:

    > if i encounter a warrior that turns on vengueful return i just walk away.

     

    Absolutely the best tactic. Some people forget that during the 15 secs the warrior has to essentially fight for their life, down AND finish their opponent, and will not be able to cap/decap so leaving the area is the safest bet in a 1v1 scenario.

     

  22. > @"will de grijze jager.6594" said:

    > i would never use Protextive reviver because it is bad.

     

    It's actually fairly decent for a clutch res in pvp since the knockback can prevent a stomp.

    Also in FotM with Avengers/Vindicators if your ally is stunned and cannot use their escape/CC.

     

    While I agree it's not always the best option for many builds, I feel it's far from "bad".

  23. > @"Hoodie.1045" said:

    > > @"Skill.3260" said:

    > > We have had the same downed skills since 2012 (with an addition to PvE with season 3). But we have gotten 1 new profession and 18 elite specs since then and I personally, think it would be nice with some new downed skills.. or at least, make some changes to the ones we currently have. Would like to hear other peoples opinion on this.

    >

    > The only thing that could improve the warriors' downed skill is to make Vengeance not having to rely on RNG. Let's say you get downed, you use Vengeance, you kill someone and the timer on that condition no longer ticks for you to die.

    That would be too OP - the free 15 seconds is a decent mechanic and often enough time to down an unsuspecting foe. If this was changed this to 100% rally it would become too much, especially in team fights. The choice to use Vengeance is one of taking a risk/gamble - in a teamfight, you pick it if you know your team can't res you, knowing that you **must** down somebody to be in with a chance of surviving.

    > Another thing is to remove the Hammer Toss skill and replace it with the shout skill "Fear Me!". Sure, it's a useless shout skill, but I think it would be a lot better than Hammer Toss as a downed skill rather than a utility skill.

    AOE _Fear_ is the necro downed skill so probably they wouldn't want to copy that. Also AOE CC + Vengeance is way better (IMO) by comparison than any other class downed skill set.

     

  24. > @"Ealandur.1876" said:

    > Since the rework of our Off-Hand Sword, we are now the **Only** Profession without a Core (so without Specialization) **Defensive/Support Off-Hand Weapon**.

     

    I agree that there is no Core offhand defensive weapon but there are 2 points which could partly answer why.

    1 - Staff is the (most) defensive weapon as far as I know (core).

    2 - Revenant is an odd-one-out profession since there was no period of time where it was purely "Core" - Herald elite spec has been available since day one for this class.

     

    I agree that this puts different limits on Rev since shield is the best defensive wep but is also tied into Herald so can never be used in a build with any other elite spec (or without Herald line).

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